All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules

Archon, Gate Archon

This masked humanoid being has wings and armor of rune-carved gray stone, and its eyes glow blue.

Gate Archon CR 17

Source Bestiary 5 pg. 35
XP 102,400
LG Medium outsider (archon, extraplanar, good, lawful)
Init +3; Senses darkvision 60 ft., true seeing; Perception +26
Aura aura of menace (30 ft., DC 23, 10 rounds)


AC 33, touch 14, flat-footed 29 (+9 armor, +3 Dex, +1 Dodge, +10 natural; +2 deflection vs. evil)
hp 263 (17d10+170); regeneration 10 (evil weapons and effects)
Fort +20, Ref +8, Will +16; +4 vs. poison
DR 10/evil; Immune electricity, fear, petrification; SR 28


Speed 20 ft., fly 90 ft. (good)
Melee +3 conductive greatsword +30/+25/+20/+15 (2d6+18/17-20), 2 wings +22 (1d4+5)
Spell-Like Abilities (CL 17th; concentration +22)
Constant—nondetection, statue, true seeing
At will—bestow curse (DC 18), detect evil, dimensional anchor, dismissal (DC 19), greater teleport (self plus 50 lbs. of objects only)
3/day—calcific touch (DC 19), glyph of warding (DC 18), plane shift (DC 20)
Cleric Spells Prepared (CL 17th; concentration +23)
9th—mass heal (DC 24)
8th—dimensional lock, greater spell immunity
7th— greater scrying (DC 22), holy word (2, DC 22)
6th—antilife shell, banishment (2, DC 22), blade barrier (DC 21), greater dispel magic, heal
5th—break enchantment (2), breath of life, dispel evil (DC 20), righteous might, wall of stone
4th—blessing of fervor, divine power, freedom of movement, greater magic weapon, neutralize poison
3rd—daylight, dispel magic, prayer (2), searing light
2nd—calm emotions (DC 17), consecrate, eagle’s splendor, owl’s wisdom, remove paralysis, silence (DC 17)
1st—divine favor, entropic shield, obscuring mist, protection from evil, remove fear, shield of faith
0—detect magic, guidance, light, stabilize


Str 30, Dex 17, Con 31, Int 18, Wis 22, Cha 21
Base Atk +17; CMB +27; CMD 41
Feats Combat Expertise, Dodge, Improved Critical (greatsword), Lunge, Mobility, Power Attack, Shield of Swings, Spring Attack, Whirlwind Attack
Skills Acrobatics +17 (+13 when jumping), Fly +24, Intimidate +25, Knowledge (planes) +24, Perception +26, Sense Motive +26, Spellcraft +24, Stealth +20, Survival +26, Use Magic Device +25
Languages Celestial, Draconic, Infernal; truespeech
SQ graven wings, stoneblade


Environment any (Heaven)
Organization solitary or pair
Treasure standard (mithral full plate, +3 conductive greatsword, other treasure)

Special Abilities

Graven Wings (Ex, Sp) A gate archon can inscribe a glyph of warding onto its wings; this glyph can be triggered only when the archon is using its statue form.

Stoneblade (Ex, Su) A gate archon can create a +3 conductive greatsword as a full-round action. A stoneblade crumbles to dust if the archon dies or crafts a new sword.


Gate archons stand in silent vigils over interplanar portals.

Creatures in "Archon" Category

Bastion Archon20
Codex Archon5
Gate Archon17
Hammer Archon18
Harbinger Archon2
Hound Archon4
Lantern Archon2
Legion Archon7
Preceptor Archon9
Shield Archon10
Spyglass Archon3
Stag Archon4
Star Archon19
Trumpet Archon14


Source Pathfinder RPG Bestiary pg. 19
Archons are a race of outsiders from Heaven, creatures of fundamental law and good tasked with the protection of that plane as well as all who are innocent or free of evil. They are the natural enemies of devils, daemons, and demons, and most are veterans of many attacks against their home by fiends of the Lower Planes.

The natives of Heaven arise from amid the earth and clouds of that divine realm, inspired into creation by the sacred mountain's metaphysical processes, the faith of goodly mortals, and the transformation of virtuous spirits. Each archon begins life as a lantern archon or lesser servitor spirit, gaining in power and prestige through aiding the cause of good. Watched over by benevolent mentors and captains of the divine orders, each spirit is encouraged and aided in indulging its fundamental desire to see peace, honesty, and fairness spread across all lands, especially throughout the Material Plane. To this end, archons of all walks often take on the roles of questing knights, journeying throughout disparate worlds and realms aiding in good works and promoting courageous acts. These virtuous outsiders prefer to motivate mortals to act with honor and integrity rather than righting mortal wrongs themselves, believing the cause of righteousness is best served by enlightening creatures to make just choices and cast off their own shackles of evil. This makes future temptations easier to resist and plants the seeds of spiritual deliverance. Thus, most archons take a subtle hand in their interactions with mortals, taking special pleasure in bringing solace and reprieve to those who are wholly unaware of their presence.

The efforts of Heaven prove far less subtle when it comes to combating the hordes of the Lower Planes. Armies of archons stand in staunch opposition to the affronts of Hell, Abaddon, and the Abyss, confronting them upon both extraplanar battlefields and the Material Plane itself. These encounters might take the form of vast armies clashing over strange planar holdings, or solitary archons revealing themselves upon mortal worlds to push back the machinations of fiendish invaders. In such cases, archons generally prefer to meet foes head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and-run tactics or standing off and engaging a foe with magic before moving into melee). Because they can teleport at will, it is easy for them to vanish only to reappear later, often with reinforcements, when their enemies are unprepared. These warriors of law act honorably, even to their foes, but are not foolish or without passion, and little in the multiverse dares stand against the rage of Heaven.

Although archons are champions of good, they have little patience for those who do not follow strict traditions and patterns of goodness. While a cruel dictatorship might be a legitimate enemy of the archon, rebellion and riot is not the proper way to address such an inequality. Justice and law must not be abandoned in the constant struggle for peace and good, for in such anarchic actions one often promotes further harm and mayhem, even if unintentionally. The laws of Heaven exist to minimize collateral damage and unwanted pain, and while adhering to these laws often results in longer campaigns, archons point out that their victories are lasting triumphs as a result. Because of this strong adherence to tradition and law, archons often find themselves the unwilling enemies of chaotic good creatures, particularly the azatas. To an archon, an azata's nature seems whimsical and impatient—in striking swiftly against an enemy without bothering to think through the implications of their sudden act, it's possible to do more harm than good. Still, while opposing the chaos of an azata is a necessary step, the archon takes no pleasure in such opposition, and does its best to minimize the length of such a conflict. Unfortunately, the capricious and emotional azatas are legendary among the archons for their ability to hold grudges, so for many archons the best policy when interacting with the azatas is to be brief, succinct, and firm.

Archons speak Celestial, Draconic, and Infernal, but can speak with almost any creature because of their truespeech ability. A full list of archon traits is presented in the archon subtype description. Many archons have additional abilities beyond these traits, as befits their particular role in the army of Heaven.

Archon Subtype

Archons are a race of celestials, or good outsiders, native to lawful good-aligned outer planes. An archon possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision 60 feet and low-light vision.
  • Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
  • Immunity to electricity and petrification.
  • +4 racial bonus on saves against poison.
  • Teleport (Sp) Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried objects.
  • Truespeech (Su) All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.