ZoaemCreature 1
Source Pathfinder Monster Core
Perception +6 (darkvision)
Languages Diabolic, Draconic, Empyrean, Utopian
Skills Acrobatics +8, Intimidation +6, Religion +6
Str -5, Dex +3, Con +1, Int -1, Wis +1, Cha +1
AC 16 all-around vision; Fort +6; Reflex +10; Will +4;
HP 20
Speed 0 feet (fly 40 feet)
Immunities fear effects
Weaknesses Unholy 3
Resistances Fire 3
Eye Ray
+8 (+4, +0) to hit (agile, fire, holy, magical) 1d8 FireAll-Around Vision
This monster can see in all directions simultaneously and therefore can't be flanked.
Archon's Protection
Trigger An enemy damages the archon's ally and both are within 15 feet of the archon
Effect The ally gains resistance 3 to all damage against the triggering damage and the archon can make a Strike against the enemy.
Behold!
(concentrate, illusion, incapacitation, visual)Frequency once per hour
Effect The zoaem's rings and wings move in a complex pattern, mesmerizing creatures in the zoaem's choice of a 10-foot emanation or a 5-foot burst within 60 feet. Each creature must succeed at a DC 17 will save or be Fascinated with the zoaem for 1 minute and Stunned 1 (or stunned for 1 round on a critical failure).
Light of Truth
(concentrate, divine, light)The zoaem shines an intense light of truth, as Revealing Light (DC 17 reflex save) but in a 60-foot line. Against creatures affected by this light, the zoaem and their allies gain a +1 status bonus to damage rolls and Recall Knowledge checks. The zoaem can't use Light of Truth again for 1d4 rounds.
Effect: Light of Truth
Divine Innate Spells (DC 17, +9 to hit)
Cantrips (1st Level): Light
1st Level: Heal
4th Level: Read Omens
These endlessly curious archons are formed from spinning wheels of golden light given corporeal shape. They serve as lookouts and mobile support troops for the archon legions, at times uniting to form powerful warriors of light called gestalts. Larger collectives of zoaems can even temporarily fuse into greater archons, approaching the power of the first zoaem, which broke itself apart to serve Heaven more efficiently.
Archons are guardians of Heaven and enemies of corruption. Before gods and their servants set foot in the celestial planes, archons already resided in Heaven, the original inhabitants of the realm. Upon meeting, the archons and divine angels quickly discovered they were of a kind, holding justice and righteousness in their hearts. An alliance was formed, and archons now serve as stalwart allies to all celestials and mortals they find worthy.
While the first archons coalesced from the immense seven-tiered mountain of Heaven, they choose willing and worthy Heaven-bound souls to join their ranks. These mortals hear and answer the call of a mysterious voice, manifesting in the Garden at the mountain's peak. There they swear to forever serve the cause of justice and transform into their new archon forms.
Though deeply concerned with defending mortal life and willing to sacrifice themselves in battle against fiends, archons often feel rote and inscrutable to others, and their forms can border on frightening and bizarre. For this reason, they often have issues with interacting with mortals, or with the free spirited azatas. Despite this, archons draw great strength from others, especially those who exemplify virtue.
Beyond their celestial allies, archons also maintain ancient ties with aeons. The inscrutable factions can still be seen working together to defend longforgotten secrets and enforce rules that predate mortal life. Archons explain these missions as necessary without further elaboration, leaving even their angelic allies frustrated with archons' obstinance.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ArchonMembers of this family of celestials are the protectors of Heaven and are typically holy. They have darkvision and a weakness to unholy.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.