Archon, Shield
Archon, Shield

Archon, Shield

Shield Archon

CLIMATE/TERRAIN:Mount Celestia
FREQUENCY:Uncommon
ORGANISATION:Hierarchy
ACTIVITY CYCLE:Any
DIET:None
INTELLIGENCE:High (14)
TREASURE:Nil
ALIGNMENT:Lawful good
NO. APPEARING:1-6
ARMOUR CLASS:-6
MOVEMENT:12 (72 hp)
HIT DICE:12, Fly 24 C
THAC0:11
NO. OF ATTACKS:2 or 1
DAMAGE/ATTACK:1d6+4/1d6+3 or by weapon +3
SPECIAL ATTACKS:Shield other
SPECIAL DEFENCES:+2 or better weapon to hit
MAGIC RESISTANCE:30%
SIZE:L (9′ tall)
MORALE:Fanatic (18)
XP VALUE:8,000
Stat blocks: [AD&D 2e – this page] / [D&D 5e – see here] / [Pathfinder 1e] / [Pathfinder 2e]

This armoured giant is sheathed in metal from head to toe. One arm ends in a spear-like blade, the other in a massive shield.

Shield archons appear as armoured giants, with one arm replaced by a sword or spear and the other a shield. Beneath their armour, their skin is made from steel too. Better believe these cutters are created for one purpose: Combat. Shield archons are 9 feet tall and weigh 800 pounds.

COMBAT: In combat, a shield archon wields a +1 tower shield and a +3 shortspear. These items can never be disarmed or removed from the archon by force, and when a shield archon is slain, these two items fade away—they cannot be looted or wielded by any other creature. A shield archon has access to all of the regular abilities afforded to an archon, such as their aura of menace, and spell-like abilities.

When saving against a shield archon’s aura of menace, enemies suffer a -2 penalty (the same situation as with sword archons). In addition to their other abilities, a shield archon can use the following abilities once per round at will: aid, invisibility (self only). Once per day, they can use dispel magic and holy word. The shield archon also has special abilities that allow it to aid its allies in battle. Once per day, a shield can use their teleport without error ability in a unique manner to teleport to the location of a willing (or unconscious) ally that they can see and immediately teleport that ally to the archon’s previous position, in effect switching places with the ally. This does not affect the archon’s ability to use their teleport without error ability beyond this special method.

During battle a shield can also create a celestial bond with a willing creature within 30 feet. This bond lasts until the shield archon decides to end it (at will), until it is dispelled, or the archon dies. The bond also disappears if the archon chooses to bond with another creature, effectively transferring the power to the new creature. The celestial bond grants the recipient a +1 bonus to both AC and saving throws, and absorbs half of all damage intended for the bonded creature, which is inflicted upon the shield archon instead. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the bonded creature suffers a reduction of hit points from a lowered constitution score, the reduction is not split with the shield archon.

HABITAT/SOCIETY: Shield archons are the mighty rocks of celestial armies, withstanding waves of demons and devils without complaint. Though more than capable of tearing apart lesser demons and devils, their true strength lies in their ability to shrug off deadly attacks from superior opponents, giving their offense-oriented allies time to flank and overwhelm their mutual foes.

ECOLOGY: They’re tireless guardians, requiring neither sleep nor food, seemingly possessing endless motivation and enthusiasm for their task of defending Mount Celestia. Shields are stationed at the bulwarks of the Prime Vallation, on its ramparts, and in the many fortresses and islands of the Silver Sea. Rarely, they’re found in armies of the Celestial Host on crusades, and then always as bodyguards of high-ups.

Canonical Source: Bestiary 2 [PF1e] p31; Bestiary 2 [PF2e]

Conversion: D. Jack (patron)

Leave a Reply

Your email address will not be published. Required fields are marked *