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Owl Archon

( Book of Exalted Deeds, p. 159)

Large Outsider (Archon , Extraplanar , Good , Lawful)

Hit dice: 10d8+40 (85 hp)

Initiative: +9

Speed: 30 ft. , Fly 90 ft. (Good)

Armor class: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19

Base Attack/Grapple: +10/+18

Attack: Claw +13 melee (1d8+3)

Full Attack: 2 claws +13 melee (1d8+3) and 1 bite +8 melee (1d6/19-20)

Space/Reach: 10 ft./10 ft.

Special Attacks: Eye rays, spell-like abilities, swoop

Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, outsider traits, spell resistance 25, stone to flesh, teleport, tongues

Saves: Fort +11 (+15 against poison) Ref +14 Will +14

Abilities: Str 16, Dex 20, Con 18, Int 17, Wis 25, Cha 15

Skills: Concentration +15, Diplomacy +16, Escape Artist +17, Heal +19, Hide +13, Knowledge (the planes) +15, Listen +19, Move Silently +17, Search +15, Sense Motive +19, Spellcraft +15, Spot +23, Survival +7, Use Rope (+7 bindings) +5

Feats: Flyby Attack, Improved Critical (bite), Improved Initiative, Lightning Reflexes

Environment: Seven Mounting Heavens of Celestia

Organization: Solitary, pair, or swoop (3–5)

Challenge Rating: 11

Treasure: No coins; double goods; standard items

Alignment: Always lawful good

Advancement: 11–20 HD (Large); 21-30 HD (Huge)

Level adjustment: +8


This large owl stands slightly over 9 feet tall and has a mixture of snow-white and charcoal-gray feathers. Its wicked talons, sharp beak, and wide eyes all possess a silvery gleam.

Combat

Battle is not the first choice for an owl archon. However, when negotiations fail, an owl archon takes to the air and uses its eye rays and spell-like abilities against opponents. In numbers, owl archons are quite bold and often strafe their enemies with swoop attacks.

An owl archon's natural weapons, as well as any weapons it wields, are treated as having the good and lawful alignments for the purpose of overcoming damage reduction. Its claws and beak are also treated as silvered weapons for purposes of overcoming damage reduction.

Eye Rays (Su): Six times per day, an owl archon can shoot twin beams of silvery light from its eyes, striking an opponent within 120 feet. The owl archon must succeed on a ranged touch attack to hit, and any creature struck by the eye rays must make a DC 20 Fortitude save or be turned to stone. This ability's save DC is Constitutionbased.

Spell-like Abilities: At will—calm animals (DC 13), charm animal (DC 13), dispel magic, faerie fire, freedom of movement (self only; always active), speak with animals; 3/day—dismissal (DC 16), find the path (DC 18), greater dispel magic, neutralize poison (DC 16); 1/day—divine power, reincarnate. Caster level 12th. The save DCs are Charisma-based.

Swoop (Ex): The owl archon can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The owl archon must fly toward its target for a minimum of 40 feet in a straight line. If the swoop attack succeeds, the owl archon can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (2d8+8 points) instead.

Aura of Menace (Su): Will save DC 17.

Stone to Flesh (Sp): An owl archon can use stone to flesh at will, as the spell (Fortitude DC 18 negates). When cast on a creature turned to stone by the archon's own eye rays (see above), the spell does not require the target to make a Fortitude save to survive the transformation. Caster level 12th.

Skills: An owl archon's keen vision gives it a +4 racial bonus on Spot checks. *In areas of shadowy illumination, the bonus increases to +8.

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