Throne Archon

( Book of Exalted Deeds, p. 162)

Large Outsider (Archon , Extraplanar , Good , Lawful)

Hit dice: 14d8+42 (105 hp)

Initiative: +11

Speed: 30 ft. (in full plate armor) , 40 ft.

Armor class: , touch 16, flat-footed 33

Base Attack/Grapple: +14/+24


Full Attack:

Space/Reach: 10 ft./10 ft.

Special Attacks: Penitentiary gaze, spell-like abilities

Special Qualities: Aura of menace, channeling, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, magic circle against evil, outsider traits, spell resistance 30, teleport, tongues

Saves: Fort +12 (+16 against poison) Ref +16 Will +12

Abilities: Str 22, Dex 24, Con 17, Int 18, Wis 16, Cha 22

Skills: Concentration +20, Diplomacy +25, Heal +20, Intimidate +31, Knowledge (history) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +20, Search +21, Sense Motive +28, Spellcraft +21, Spot +20, Survival +3

Feats: Improved Critical (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword), Words of Creation

Environment: Seven Mounting Heavens of Celestia

Organization: Solitary or court (1 throne archon plus 1d4 sword archons and 1d4 owl archons)

Challenge Rating: 15

Treasure: Double standard

Alignment: Always lawful good

Level adjustment: +10

This towering, regal figure has fair hair, flawless golden skin, and glowing blue eyes that fill you with love and warmth. Its sublime yet stoic facial expression bears an unshakable countenance that suggests great wisdom and conviction. Although this glorious being has no wings, it wears an ornate suit of golden full plate and carries a massive greatsword etched with runes.


Throne archons let others (particularly sword archons and owl archons, who serve them directly) bloody themselves in the ceaseless battle against evil, preferring instead to lead the angelic archons by example, keeping their focus on the affairs of Celestia. When forced to confront their enemies, however, thrones make fearsome foes. They prefer to wade into combat, dispatching victims of their penitentiary gaze with their +1 vorpal greatswords. Known throughout the Outer Planes, such weapons are considered a part of the throne that wields them, and anyone who has stolen one soon finds himself the target of countless attacks from the throne's allies and servants.

Any weapons a throne archon wields are treated as having the good and lawful alignments for the purpose of overcoming damage reduction.

Penitentiary Gaze (Su): Any nonlawful good creature within 30 feet of a throne archon that meets the creature's glowing blue eyes must succeed on a Will saving throw (DC 23) or temporarily fall under its influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack the throne archon) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Throne archons can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis Neutral:The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis Neutral: Pangs of self-regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 10 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 20 points of damage.

Spell-Like Abilities: At will—atonement, break enchantment, bless weapon, blessed sight*, cure critical wounds (DC 20), detect evil, discern lies (DC 20), greater dispel magic, hallow, mark of justice, neutralize poison (DC 20), restoration (DC 18), see invisibility, sending, vision of heaven*(DC 17); 3/day—banishment (DC 22), death ward (DC 20), dictum (DC 23), divine favor, find the path (DC 22), heal (DC 23), heroes' feast, holy sword, raise dead, greater restoration (DC 22), righteous smite*(DC 23), shield of the archons*, true seeing (DC 21); 1/day—resurrection. Caster level 14th. The save DCs are Charisma-based. *New spell described in Chapter 6 of this book.

Aura of Menace (Su): Will save DC 25.

Channeling (Sp): Throne archons can invest mortals with their power. See Channeling in Chapter 2: Variant Rules for details about this process.

Skills: Throne archons command the cities of the Seven Heavens and to mete out justice to mortals and petitioners alike. They enjoy a +8 racial bonus on Intimidate and Sense Motive checks.

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