Flare
| Statistic | Value |
|---|---|
| Size/Type | Small Outsider (Archon, Extraplanar, Good, Lawful) |
| Hit Dice | 9d8+63 (103 hp) |
| Initiative | +11 |
| Speed | 20 ft. (4 squares), fly 40 ft. (good) |
| Armor Class | 22 (+1 size, +7 Dex, +4 deflection), touch 22, flat-footed 15 |
| Base Attack/Grapple | +9/+5 |
| Attack | Searing touch +16 melee (2d6 fire) or slam +16 melee (1d3 plus 2d6 fire) |
| Full Attack | Searing touch +16/+11 melee (2d6 fire) or 2 slams +16 melee (1d3 plus 2d6 fire) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Brilliant glow, searing touch, death burst, spell-like abilities |
| Special Qualities | Aura of menace, darkvision 60 ft., damage reduction 10/evil, immunity to electricity, light, and petrification, resistance to cold 20 and fire 20, magic circle against evil, spell resistance 20, teleport, tongues |
| Saves | Fort +9, Ref +13, Will +9 |
| Abilities | Str 11, Dex 25, Con 16, Int 14, Wis 17, Cha 19 |
| Skills | Concentration +13, Diplomacy +16, Escape Artist +18, Knowledge (any four) +8, Listen +13, Search +18, Sense Motive +19, Spellcraft +9, Spot +19, Tumble +17 |
| Feats | Dodge, Improved Initiative, Mobility, Spring Attack, Weapon FinesseB |
| Environment | Any lawful good-aligned plane. |
| Organization | Solitary, pair, squad (2–5), or troop (6–10 plus 1–4 lantern archons) |
| Challenge Rating | 9 |
| Treasure | No coins; double goods; standard items |
| Alignment | Always lawful good |
| Advancement | By character class |
| Level Adjustment | ― |
Description
This brilliantly-glowing creature is painful to look upon for more than the briefest glimpse. It appears as a small, vaguely humanoid form with no distinct features other than glowing tendrils that waft about.
A flare archon is a hybrid creature combining the traits of radiance with the barely corporeal. They literally glow with the purity of their own good nature. Their body is a simple, humanoid form with just enough structure to allow them to interact with the physical world. They continually radiate tendrils of energy that permit them to effortlessly fly about.
Flare archons are seekers of secrets and bringers of light to dark places. They believe that evil prospers when it is hidden, and that which is innocent and free of evil will always prosper through openness and honesty. A flare archon will aid anybody who is suffering due to acts of evil.
Combat
A flare archon is a fearless opponent who will attack a foe from any distance, employing its radiant powers to best effect. Flare archons focus on the most evil foe first, then deal with other opponents when the leader has been defeated.
Spell-Like Abilities: At will―continual flame, detect evil, detect secret doors, produce flame, see invisibility. 3/day―daylight, mirror image, searing light. Caster level 9th.
Aura of Menace (Su): Will DC 20.
Brilliant Glow (Ex): The body of a flare archon radiates a blinding light in a 60-ft. radius. Any creature within 10 ft. that employs its sight for any reason must succeed at a DC Fortitude save each round or be blinded for 1d6 minutes. A creature to which sunlight is harmful or unnatural takes 4d6 points of damage (Reflex DC half). The save DCs are Constitution-based.
Searing Touch (Ex): Merely touching or being touched by a flare archon automatically deals 2d6 fire damage. Undead, fungi, mold, oozes, slimes, and any creatures to which sunlight is harmful or unnatural take double damage.
Death Burst (Ex): When a flare archon is slain it comes apart with a searing burst of radiance. This is similar to a sunburst spell (caster level 15th).
Skills: Flare archons have +4 on Search, Sense Motive, and Spot checks.
Also in this section of the source
Jadeoin
Author: Robert J. Hall.
| Statistic | Value |
|---|---|
| Size/Type | Medium Outsider (Aquatic, Archon, Extraplanar, Good, Lawful) |
| Hit Dice | 5d8 (22 hp) |
| Initiative | +8 |
| Speed | 20 ft. (4 squares), swim 60 ft. |
| Armor Class | 19 (+4 Dex, +4 deflection, +1 buckler), touch 18, flat-footed 15 |
| Base Attack/Grapple | +5/+5 |
| Attack | +1 merciful trident +6 melee (1d8+1/x3 plus 1d6 nonlethal) or slam +5 melee (1d4) |
| Full Attack | +1 merciful trident +6 melee (1d8+1/x3 plus 1d6 nonlethal) or slam +5 melee (1d4) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Righteous gaze, spell-like abilities |
| Special Qualities | Amphibious, aura of menace, darkvision 60 ft., low-light vision, damage reduction 5/evil, immunity to electricity and petrification, resistance to cold 5, magic circle against evil, spell resistance 15, teleport, tongues |
| Saves | Fort +4 (+8 against poison), Ref +8, Will +7 |
| Abilities | Str 11, Dex 19, Con 10, Int 13, Wis 16, Cha 17 |
| Skills | Concentration +3, Diplomacy +10, Escape Artist +17, Handle Animal +7, Hide +10, Knowledge (any two) +6, Listen +13, Move Silently +12, Sense Motive +10, Spot +21, Swim +14 |
| Feats | AlertnessB, Blind-Fight, Improved Initiative |
| Environment | Any lawful good-aligned plane. |
| Organization | Solitary, pair, or squad (3–5) |
| Challenge Rating | 3 |
| Treasure | No coins; double goods; standard items |
| Alignment | Always lawful good |
| Advancement | 6–8 HD (Medium); 9–12 HD (Large) |
| Level Adjustment | +5 |
This tall, lean creature resembles a particularly beautiful humanoid with amphibian features. It has a sleek, silvery hide, and a long, finned tail. Its large eyes are very compelling and draw attention away from the body, which seems vaguely ill-defined.
The jadeoin archon is a humanoid-shaped being somewhat taller than a normal human. It has amphibian features, with a sleek, finned tail, shimmering, silvery hide, and possessing a salamander-like, but beautifully featured face. Oddly, the more closely the jadeoin archon is observed, the more nebulous it appears. It has a slightly translucent body whose features are impossible to precisely discern. The wide eyes of the jadeoin archon, however, are clearly visible and sharply defined. It has a riveting, sharp-eyed gaze that seems to penetrate whatever it looks upon.
These aquatic beings are known as the watchers, and are noted for their remarkable powers of perception and observation. They are the underwater eyes and ears of the archons, seeing whatever others would miss. When they speak, their aquatic voice seems disembodied and unworldly, yet possessed of an elegant musical quality. They move through the water with a gliding motion that is deceptively fast and quiet.
Jadeoin archons speak celestial, infernal, draconic, and aquan.
Combat
Jadeoin are the underwater scouts and watchers of the archons, and are rarely called upon to employ their combat skills. They prefer to fight using hit and run attacks, using their uncanny gaze to strike a foe from an unexpected direction. When engaged in melee combat, they will often fight defensively, waiting for a foe to leave an opening or make a mistake.
Righteous Gaze (Su): Those merely looking at the penetrating gaze of a jadeoin archon must succeed on a DC 15 Will check or take a -2 penalty on attack rolls for 1 minute. In addition, as a standard action a jadeoin archon can use a gaze attack to fascinate a single opponent. Anyone the jadeoin archon targets must succeed on a DC 15 Will save or gain its rapt attention and become fascinated as long as the archon maintains its gaze upon the subject. The save DC is Charisma-based.
Spell-Like Abilities: At will―dancing lights, detect evil, hypnotism (DC 14), invisibility purge. 3/day―daylight, searing light (DC 16). Caster level 5th. The save DCs are Charisma-based.
Aura of Menace (Su): Will DC 17 negates.
Skills: Jadeoin archons have a +8 racial bonus on Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.
Jadeoin archons also have a +8 racial bonus on Escape Artist and Spot checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, jadeoin archons also gain the following special benefits.
- Spell resistance equals creature's HD + 10 (maximum 30).
- The caster level of the spell-like abilities is equal to the Hit Dice.
- The save DC of the righteous gaze is equal to 10 + ½ HD + Charisma-modifier.
- The save DC of the aura of menace is equal to 12 + ½ HD + Charisma modifier.
- The caster level of the magic circle against evil equals the HD.
- 6+ HD ― Add 1/day―rainbow pattern to spell-like abilities.
- 7–10 HD ― Deflection bonus improves to +5.
- 8+ HD ― Add 3/day―blur to spell-like abilities.
- 9+ HD ― Damage reduction improves to 10/evil.
- 10+ HD ― Gain Improved low-light vision (Ex): a jadeoin archon can see three times as far as a human can in dim light.
- 11+ HD ― Deflection bonus improves to +6.
- 12+ HD ― Add 1/day―true seeing to spell-like abilities.