Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Archon's Door
Once per day, if an archon sees another creature cast dimension door, it can cast an innate dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either used dimension door.
Ability
Divine Innate Spells
DC 24; 4th dimension door (at will); 1st true strike (x3); Cantrips (4th) light, message; Constant (5th) tongues
Ability
Flame of Justice
(divine, evocation) A legion archon's spirit of righteousness manifests in its hands as a mighty two-handed sword called the flame of justice. A legion archon can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the legion archon's hands again instantly. On a critical hit, the fire damage from the flame of justice deals maximum damage (6 on the d6) before being doubled for the critical hit, and the target takes 1d10 persistent fire damage.
Ability
Menacing Guardian
1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.
Ability
Retributive Strike
A legion archon can also make a Retributive Strike by throwing its flame of justice.
Offense
Melee
Circumstance: combat round (melee)
flame of justice +18 [+13/+8] (magical, versatile P), Damage 2d10+5 slashing plus 1d6 fire and 1d6 good
Offense
Ranged
Circumstance: combat round (ranged)
flame of justice +15 [+10/+5] (magical, range increment 30 feet, versatile P), Damage 2d10+5 slashing plus 1d6 fire and 1d6 good
Trait
Archon
Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.
Trait
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Item
full plate
Language
Draconic
Infernal
tongues
Perception
darkvision
Resistance
fire 15
Weakness
evil 10