Archon, Word (CR 9)

Medium Outsider (Archon, Extraplanar, Lawful, and Good)
Alignment: Always lawful good
Initiative: +1 (Dex); Senses: darkvision 60 ft., Spot +16, and listen +16
Languages: Tongues SA


AC: 24 (+1 Dex. +6 natural, +7 +2 breastplate), touch 11, flat-footed 23
Hit Dice: 10d8+60 (105 hp); DR: 10/evil
Fort +13 (+17 against poison), Ref +8, Will +10
Speed: 30 ft., fly 80 ft. (good)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +16
Attack: +1 holy warhammer +17 melee
Full Attack: +1 holy warhammer +17/+12 melee
Damage: +1 holy warhammer 1d8+10/x3 plus 2d6 holy
Special Attacks/Actions: Utterances
Abilities: Str 22, Dex 13, Con 23, Int 22, Wis 16, Cha 17
Special Qualities: Aura of menace, immunity to electricity and petrification, magic circle against evil, SR 18
Feats: Combat Casting; Enlarge Utterance; Extend Utterance; Skill Focus (Truespeak)
Skills: Concentration +19 (+23 speaking defensively), Diplomacy +18, Gather Information +5, Intimidate +16, Knowledge (arcana) +19 (+21 truename research), Knowledge (geography) +19 (+21 truename research), Knowledge (local) +19 (+21 truename research), Knowledge (nature) +19 (+21 truename research), Knowledge (the planes) +19 (+21 truename research), Search +19, Sense Motive +16, Spellcrafr +21, Spot +16, Survival +3 (+5 on other planes, and when avoiding getting lost, listen +16, and when following tracks
Advancement: 11-25 HD (Medium); 26-30 HD (large)
Climate/Terrain: Seven Mounting Heavens of Celestia (House of Knowledge)
Organization: Solitary or patrol group (2-5)
Treasure/Possessions: Standard

Source: Tome of Magic

Utterances (Sp): Lexicon of the Evolving Mind: 4th - potent word of nurturing; 3rd - incarnation of angels; 2nd - archer's eye. Lexicon of the Perfected Map: 1st - shockwave (DC 18). Truenamer level 10th.

Aura of Menace (Su): A righteous aura surrounds word archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a DC 20 Will save to resist its effects. Those who fail take a -2 penalty on attack rolls, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again the same archon's aura for 24 hours.

Magic Circle Against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level 10th). The defensive benefits from the circle are not included in an archon's statistics block.

Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Skills: A word archon is in touch with truename magic, and receives a +5 racial bonus on Truespeak checks (included in the statistics above).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).