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<blockquote data-quote="BOZ" data-source="post: 547135" data-attributes="member: 1241"><p><strong>WARDEN ARCHON</strong></p><p></p><p><strong>WARDEN ARCHON</strong></p><p>Large Outsider (Good, Lawful)</p><p>Hit Dice: 8d8+16 (52 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft</p><p>AC: 21 (-1 size, +1 Dex, +9 natural, +2 insight)</p><p>Attacks: 2 claws +15 melee, bite +10 melee</p><p>Damage: Claw 1d8+8, bite 2d6+12</p><p>Face/Reach: 5 ft by 5 ft/10 ft</p><p>Special Attacks: Improved grab, hug, spells, spell-like abilities</p><p>Special Qualities: Damage reduction 15/+2, SR 25, celestial qualities, scent, foresight</p><p>Saves: Fort +8, Ref +9, Will +9</p><p>Abilities: Str 27, Dex 12, Con 15, Int 11, Wis 16, Cha 16</p><p>Skills: Animal Empathy +12, Concentration +11, Hide +10, Knowledge (any one) +9, Listen +12, Move Silently +10, Sense Motive +11, Spot +12, Wilderness Lore +12</p><p>Feats: Improved Initiative, Power Attack</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary, pair, or squad (3-5)</p><p>Challenge Rating: 8</p><p>Treasure: No coins; double goods; standard items</p><p>Alignment: Always lawful good</p><p>Advancement: 9-16 HD (Large); 17-24 HD (Huge)</p><p></p><p>Warden archons guard the portals between the different layers of the plane of Mount Celestia. They prevent travelers who are not worthy or authorized from passing through these portals.</p><p> Wardens appear as large humanoids with the head of a grizzly bear. Their hands have the shape of human hands, but end in claws. Their eyes are tiny and bright like those of bears, and show the creature’s intelligence. Though they have the senses and strength of a bear, they do not share its unpredictable temperament, and are herbivores. Though they usually communicate telepathically, they often do speak vocally with bears. Warden archons wear only collars and arm bracers.</p><p></p><p>COMBAT</p><p>Warden archons are some of the most combat ready of the archons. They are almost impossible to surprise, and though they may sham being stupid, they seem to know what an opponent is about to do before he does it. If an enemy underestimates a warden, he will quickly find himself to be sadly mistaken. Wardens fight like bears, and use their other powers to their greatest advantage.</p><p> Improved Grab (Ex): To use this ability, the warden archon must hit an opponent of up to Medium-size with both of its claw attacks. If it gets a hold, it can hug. The warden archon automatically hits with its bite attack as long as it can maintain the hold.</p><p> Hug (Ex): A warden archon deals 1d10+12 damage with a successful grapple check against Medium-size or smaller opponents. </p><p> Spell-Like Abilities: At will – daylight, detect evil. These abilities are as the spells cast by an 8th-level sorcerer (save DC 10 + spell level).</p><p> Spells: Warden archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 8th-level clerics (save DC 13 + spell level). Warden archons also have access to any arcane or divine divination spell while on the plane of Mount Celestia.</p><p> Celestial Qualities: (as shown in the MM, p 31) aura of menace (save DC 17), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison, keen vision.</p><p> Foresight (Sp): Warden archons have the benefit of a permanent foresight spell while on the plane of Mount Celestia, granting them a +2 insight bonus to Armor Class and Reflex saves. They are never surprised on their home plane either.</p><p></p><p>The warden archon first appeared in the 1E Manual of the Planes (1987), and later appeared in Monstrous Compendium 8, the Outer Planes appendix (1991), and the Planes of Law boxed set (1995).</p></blockquote><p></p>
[QUOTE="BOZ, post: 547135, member: 1241"] [b]WARDEN ARCHON[/b] [B]WARDEN ARCHON[/B] Large Outsider (Good, Lawful) Hit Dice: 8d8+16 (52 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 40 ft AC: 21 (-1 size, +1 Dex, +9 natural, +2 insight) Attacks: 2 claws +15 melee, bite +10 melee Damage: Claw 1d8+8, bite 2d6+12 Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Improved grab, hug, spells, spell-like abilities Special Qualities: Damage reduction 15/+2, SR 25, celestial qualities, scent, foresight Saves: Fort +8, Ref +9, Will +9 Abilities: Str 27, Dex 12, Con 15, Int 11, Wis 16, Cha 16 Skills: Animal Empathy +12, Concentration +11, Hide +10, Knowledge (any one) +9, Listen +12, Move Silently +10, Sense Motive +11, Spot +12, Wilderness Lore +12 Feats: Improved Initiative, Power Attack Climate/Terrain: Any land and underground Organization: Solitary, pair, or squad (3-5) Challenge Rating: 8 Treasure: No coins; double goods; standard items Alignment: Always lawful good Advancement: 9-16 HD (Large); 17-24 HD (Huge) Warden archons guard the portals between the different layers of the plane of Mount Celestia. They prevent travelers who are not worthy or authorized from passing through these portals. Wardens appear as large humanoids with the head of a grizzly bear. Their hands have the shape of human hands, but end in claws. Their eyes are tiny and bright like those of bears, and show the creature’s intelligence. Though they have the senses and strength of a bear, they do not share its unpredictable temperament, and are herbivores. Though they usually communicate telepathically, they often do speak vocally with bears. Warden archons wear only collars and arm bracers. COMBAT Warden archons are some of the most combat ready of the archons. They are almost impossible to surprise, and though they may sham being stupid, they seem to know what an opponent is about to do before he does it. If an enemy underestimates a warden, he will quickly find himself to be sadly mistaken. Wardens fight like bears, and use their other powers to their greatest advantage. Improved Grab (Ex): To use this ability, the warden archon must hit an opponent of up to Medium-size with both of its claw attacks. If it gets a hold, it can hug. The warden archon automatically hits with its bite attack as long as it can maintain the hold. Hug (Ex): A warden archon deals 1d10+12 damage with a successful grapple check against Medium-size or smaller opponents. Spell-Like Abilities: At will – daylight, detect evil. These abilities are as the spells cast by an 8th-level sorcerer (save DC 10 + spell level). Spells: Warden archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 8th-level clerics (save DC 13 + spell level). Warden archons also have access to any arcane or divine divination spell while on the plane of Mount Celestia. Celestial Qualities: (as shown in the MM, p 31) aura of menace (save DC 17), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison, keen vision. Foresight (Sp): Warden archons have the benefit of a permanent foresight spell while on the plane of Mount Celestia, granting them a +2 insight bonus to Armor Class and Reflex saves. They are never surprised on their home plane either. The warden archon first appeared in the 1E Manual of the Planes (1987), and later appeared in Monstrous Compendium 8, the Outer Planes appendix (1991), and the Planes of Law boxed set (1995). [/QUOTE]
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