The Dragonlance Nexus

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Bison Archon

D&D 3e (3.0/3.5) Rules

by Brinebeast

Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice:
10d8+60 (106 hp)
Initiative: +6
Speed: 40ft. (8 squares)
Armor Class: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Base Attack/Grapple: +11/+22
Attack: Greataxe +18 melee (3d6+10/x3) or gore +17 melee (1d8+7)
Full Attack: Greataxe +18/+13 melee (3d6+10/x3) and gore +17 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Bison's stampede
Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 18, teleport, tongues
Abilities: Str 25, Dex 15, Con 22, Int 13, Wis 14, Cha 12
Skills: Climb +15, Craft (weaponsmithing) +16, Heal +10, Jump +16, Knowledge (religion) +16, Knowledge (the planes) +14, Listen +20, Sense Motive +15, Spot +18, Survival +14
Feats: Cleave, Heroic Surge, Improved Initiative, Weapon Focus (greataxe)
Environment: Dome of Creation
Organization: Solitary or warpack (1 Bison Archon plus 2d4 Hound Archons)
Challenge Rating: 10
Treasure: No coins, double goods, standard items
Alignment: Always lawful good
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

Regal and powerful the creature before you appears to be a cross between a human and a bison. Thick muscles and a large axe hint at this creature's combat prowess and its eyes reflect a knowing intelligence.

Bison Archons are excellent combatants and are among the first archons to respond to the call of battle. They revel at the chance to enter mass combat against the forces of evil and they consider themselves to be favored by Kiri-Jolith.

Bison Archons have a mixture of humanoid and bison features. Their facial features strongly resemble a bison complete with two short but capable horns and their thickly muscled bodies are humanoid shaped and covered with a short coat of fur, not unlike a minotaurs.

Legends are often told of Bison Archons appearing in the midst of a battlefield helping the forces of good to vanquish the armies of evil. However, the last documented arrival of a Bison Archon appearing on Krynn was in the early Age of Might. Rumors of more recent sightings persist but none have been confirmed by the priesthood of Kiri-Jolith.


Bison Archons are fierce warriors that are always quick to charge into battle with the forces of evil and they wield their greataxes with skill and effectiveness. Although they are not opposed to single combat a Bison Archon would prefer to be surrounded by enemy forces on a wide battlefield where they could best put their Bison's Stampede ability to use. If summoned to the material plane a Bison Archon will often look unfavorably upon the one who summed it, if it was summoned for any reason other than to enter into mass combat.

A Bison Archon's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will-detect evil, shield of faith. Caster level 10th.

Archon Traits: The Bison Archon posses the archon traits as listed in the Monster Manual.

Aura of Menace: Will DC 16 negates.

Heroic Surge feat: The Bison Archon can use the benefits of the Heroic Surge feat 3 times per day. See the War of the Lance sourcebook for more information.

Bison's Stampede: Three times per day as a move action a Bison Archon can raise one of its hoofed feet and bring it stomping down upon the ground. This causes the ground to start trembling and the air fills with the sound of stampeding bison. The noise and trembling lasts for three rounds and all creatures of size Large or smaller within a thirty-foot radius of the Bison Archon must immediately make a DC 18 reflex save. Creatures that fail their reflex save are knocked down and suffer bludgeoning damage as if they had just been trampled by a herd of bison. Any creature entering into the affected area must also make a DC 18 reflex save or be trampled. All creatures that fail their reflex save remain knocked to the ground until the end of the three rounds. The amount of damage a creature receives is alignment based. Good aligned creatures suffer 1d4 points of damage per round, neutral aligned creatures suffer 1d8 points of damage per round, and evil aligned creatures suffer 1d12 points of damage per round. All damage a creature receives should be considered purely divine and cannot be overcome by damage reduction of any kind. Any creature that succeeds its reflex save can move freely within the affected area without the need to make additional reflex saves. A spell caster loses any spells being caste if he or she fails his or her reflex save. If the spell caster makes a successful reflex save then he or she continues to cast the spell uninterrupted.

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