D&D 3e (3.0/3.5) Rules
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Appearing as a winged human dressed in gleaming robes, the creature glows with an inner power that brings even the most powerful wizard to his knees. The hood of the robes conceal the face of this majestic being.
Eldritch Archons are servants of the god Solinari. Employed only when renegade hunters fail to capture their mark, these archons hold terrifying power. Each wields a white staff of High Sorcery and wear White Robes of High Sorcery, these disappear if they are destroyed.
An eldritch Archon generally begins a battle by casting numerous protection spells on themselves or allied archons. The archon will then obliterate enemies with spells. If the archon faces an arcane spellcaster, it will use its lunar interdiction ability, then restrain the enemy for interrogation.
Spell-Like Abilities: At will-detect evil, detect magic, discern lies. Caster level 12th.
Aura of Menace (Su): Will DC 20 negates.
Spells: Eldritch Archons can cast arcane spells as a 12th-level wizard. These spells are subject to the moon-magic effects of Solinari. An eldritch archon stores its spellbook in an extra dimensional space when not needed.
Typical Wizard Spells Prepared (4/6/6/5/4/4/3; DC 16 + spell level, DC 14 + spell level for abjuration spells): 0 - resistance, daze, flare, disrupt undead; 1st - protection from evil, obscuring mist, true strike, sleep, magic missile, color spray; 2nd - Melf's acid arrow, web, detect thoughts, scorching ray, invisibility, bull's strength; 3rd - dispel magic (2), deep slumber, lightning bolt, fireball; 4th - dimensional anchor, remove curse, locate creature, stoneskin; 5th - break enchantment, dismissal, feeblemind, wall of force; 6th - antimagic field, greater dispel magic, repulsion.
Spellbook: An Eldritch Archon's spellbook contains all unnamed wizard spells. The spellbook is destroyed if the Eldritch Archon is destroyed.
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