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Warden Archon

( Book of Exalted Deeds, p. 163)

RaceSize object (6) Outsider (Archon , Extraplanar , Good , Lawful)

Hit dice: 8d8+24 (60 hp)

Initiative: +4

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

Armor class: 30 (?1 size, +12 natural, +9 +1 full plate of light fortification, touch 9, flat-footed 30

Base Attack/Grapple: +8/+20

Attack: Claw +15 melee (1d8+8)

Full Attack: 2 claws +15 melee (1d8+8) and bite +10 melee (2d6+4)

Space/Reach: 10 ft./10 ft.

Special Attacks: Rend 2d8+12, spell-like abilities

Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, magic circle against evil, outsider traits, scent, spell resistance 25, teleport, tongues, uncanny dodge, unerring assay

Saves: Fort +9 (+13 against poison) Ref +6 Will +7

Abilities: Str 27, Dex 11, Con 17, Int 16, Wis 12, Cha 12

Skills: Climb +14, Concentration +14, Diplomacy +14, Jump +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +22, Search +14, Sense Motive +12, Spot +22, Survival +1, Swim +9, Tumble (negative) +3

Feats: Alertness, Improved Initiative, Power Attack

Environment: Seven Mounting Heavens of Celestia

Organization: Solitary, pair, or squad (3?5

Challenge Rating: 8

Treasure: No coins; double goods; half items

Alignment: Always lawful good

Advancement: 9?18 HD (Large); 19?24 HD (Hug

Level adjustment: +7


Standing as tall as an ogre, this hulking creature has white fur, a bearlike head, and eyes like gleaming black opals. Its broad white paws end in razor-sharp, jet-black claws. The creature is clad in fearsome full plate engraved with faintly glowing symbols of holiness and virtue.

Combat

Most warden archons abhor battle, but take to it with relish when protecting the gateways of Celestia from interlopers or when tasked to carry out some important deed in the name of the deities of good. Wardens generally use their unerring assay ability to locate potential targets before wading into melee and attempting to grab, constrict, and rend as many opponents as possible. Their powerful muscles and razor-sharp claws make them stunning, if reluctant, hand-to-hand fighters.

A warden 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.

Rend (Ex): If a warden archon hits a single target with both claws, it latches onto the opponent's body and tears the flesh. This attack deals 2d8+12 points of damage.

Spell-Like Abilities: At will—aid, continual flame, detect scrying, detect thoughts (DC 13), locate creature, scrying (DC 16), see invisibility, true strike; 3/day—shield of the archons*, true seeing (DC 16). Caster level 11th. The save DCs are Charismabased. *New spell described in Chapter 6 of this book.

Aura of Menace (Su): Will save DC 12 + 1/2 archon's HD from class levels + archon's Charisma modifier.

Scent (Ex): A warden archon can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Uncanny Dodge (Ex): A warden archon retains its Dexterity bonus to AC even when flat-footed and cannot be flanked except by a 12th-level or higher rogue.

Unerring Assay (Su): A warden archon instinctively knows the alignment of any creature within 60 feet. Typical methods of masking alignment, such as misdirection or nondetection, have no effect upon a warden archon's unerring assay.

Skills: A warden archon's keen senses give it a +8 racial bonus on Listen and Spot checks.