Races of Stone - 3.5e

Page 189

The creature in front of you glows with angelic power, yet its stocky form and rocklike skin seem firmly rooted in the power of the earth.

CHAPTER 8

CAMPAIGNS OF STONE

Powerful celestial creatures with a great affinity for the earth, hammer archons battle alongside their dwarf, gnome, and goliath allies, striving to root evil out of its hiding places within the earth. Hailing from the plane of Celestia, hammer archons see the earth as a pure domain that has been fouled by the likes of drow, mind flayers, and other perverse creatures. Strong in both will and limb, hammer archons seldom waste time talking, instead charging into battle with their warhammers and crushing foes with abandon. A hammer archon looks like a broad, stocky humanoid that stands between 8 and 9 feet tall. Its muscled torso rests on short but powerful legs, and its skin resembles a rocklike carapace more than it does the skin of humanoids. A hammer archon is completely hairless, and the lines of its face and limbs are sharper than any mortal’s, much like the facets of a crystal. Hammer archon skin tone ranges from a deep, earthy brown to the lustrous black of polished obsidian. Hammer archons speak Celestial, Infernal, Draconic, and Terran, but they can speak with almost any creature because of their tongues ability.

—Teleport (Su): Hammer archons can use greater teleport at will as the spell (caster level 14th) except that the creature can transport only itself and up to 50 pounds of objects. —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. Earth Glide (Ex): A hammer archon can glide through earth as easily as an earth elemental. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing hammer archon flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex): A hammer archon gains a +1 bonus on attack rolls and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the archon takes a –4 penalty on attack rolls and damage rolls. (These modifiers are not included in the archon’s statistics block.) Celestial Spear (Su): As a standard action, a hammer archon can create and hurl a jagged spear of celestial stone. This spear deals 2d8 points of damage + the archon’s Str modifier + an extra 2d6 points of damage to evil creatures. The spear disappears at the end of the archon’s turn, whether or not it has been used. The hammer archon can only use this ability if it is touching the ground.

Combat Hammer archons fight with a brutal efficiency. Trusting Summoning a Hammer Archon their substantial natural protections, hammer archons usuDwarf, gnome, and goliath spellcasters can summon a ally charge the most dangerous foe present and lay into it hammer archon with the summon monster VIII spell. with their warhammers. Although they enjoy a good fight, hammer archons use their intelligence and earth glide abil- STONE DRAKE ity to gain an advantageous position when possible or to Medium Dragon (Earth) retreat when necessary. Hit Dice: 6d12+24 (63 hp) A hammer archon’s natural weapons, as well as any weapInitiative: +6 ons it wields, are treated as good-aligned and lawful-aligned Speed: 40 ft. (8 squares), climb 40 ft. for the purpose of overcoming damage reduction. Armor Class: 20 (+2 Dex, +8 natural), touch 12, flatSpell-Like Abilities: At will—aid, detect evil; 3/day— footed 18 stone shape, wall of stone. Caster level 10th. Base Attack/Grapple: +6/+9 Archon Traits: Hammer archons possess the following Attack: Bite +9 melee (1d8+3 plus 1d6 acid) archon traits. Full Attack: Bite +9 melee (1d8+3 plus 1d6 acid), 2 claws +7 —Aura of Menace (Su): A righteous aura surrounds archons melee (1d6+1) that fight or get angry. Any hostile creature within a 20-foot Space/Reach: 5 ft./5 ft. radius of a hammer archon must succeed on a DC 15 Will Special Attacks: Acid bite, ambush save to resist its effects. Those who fail take a –2 penalty on Special Qualities: Darkvision 120 ft., immunity to sleep attacks, AC, and saves for 24 hours or until they successfully and paralysis, light sensitivity, low-light vision, perfect hit the hammer archon that generated the aura. A creature climbing that has resisted or broken the effect cannot be affect again Saves: Fort +9, Ref +7, Will +6 by the same archon’s aura for 24 hours. The saving throw Abilities: Str 17, Dex 15, Con 19, Int 14, Wis 12, Cha 14 DC is Charisma-based. Skills: Climb +11, Hide +15, Intimidate +11, Jump +16, Listen +12, Move Silently +15, Search +11, Spot +12, —Immunity to electricity and petrification. Survival +10 —+4 racial bonus on saves against poison. Feats: Alertness, Improved Initiative, Mulitattack, TrackB —Magic Circle against Evil (Su): A magic circle against evil effect always surrounds a hammer archon (caster level Environment: Underground equals the hammer archon’s Hit Dice). (The defensive beneOrganization: Solitary, pair, or family (1–2 and 2–5 offfits from this circle are not included in the hammer archon’s spring) statistics block.) Challenge Rating: 4

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Thrum Worm

3min
page 190

Stone Drake

4min
page 189

Earth Whisper

3min
page 187

Hammer Archon

3min
page 188

Dire Eagle

2min
page 186

Holidays

9min
pages 183-184

in a Campaign

5min
page 170

Magic Forges

2min
page 166

Racial Substitution Levels

34min
pages 145-152

Armor and Shields

12min
pages 155-158

Feats

46min
pages 133-144

Stonespeaker Guardian

9min
pages 127-128

Stonedeath Assassin

14min
pages 124-126

Runesmith

9min
pages 118-119

Stoneblessed

9min
pages 122-123

Goliath Liberator

8min
pages 112-113

Shadowcraft Mage

8min
pages 120-121

Iron Mind

9min
pages 114-115

Peregrine Runner

8min
pages 116-117

Divine Prankster

14min
pages 107-109

Earth Dreamer

8min
pages 110-111

Deepwarden

8min
pages 105-106

Dawncaller

8min
pages 103-104

Cragtop Archer

8min
pages 101-102

Blade Bravo

9min
pages 99-100

Stonechild

8min
pages 92-93

Dream Dwarf

3min
page 88

Whisper Gnome

10min
pages 94-96

Feral Gargun

11min
pages 89-91

The Stonespeakers

7min
pages 82-83

History and Folklore

12min
pages 69-71

Important Kathaal Members

20min
pages 76-79

Naki-Uthai, the Brave Climber

2min
page 67

Laws and Justice

6min
pages 63-64

Tribal Structure

5min
pages 61-62

Arts and Crafts

5min
page 59

Gnome Names

4min
page 49

History and Folklore

11min
pages 46-47

Religion

5min
page 42

The Glutton

3min
page 44

Description

7min
pages 32-33

Psychology

2min
page 34

Gnomes and Other Races

2min
page 41

Creating Dwarf Characters

5min
page 29

The Dwarven Economy Example Settlement:

3min
page 27

Technology and Magic

2min
page 9

Description

5min
page 6

Dwarves and Other Races

5min
page 16

Cities and Settlements

2min
page 26

Psychology

2min
page 7

Thautam

2min
page 20

Clan Structure

7min
pages 13-14

Family Units

2min
page 15
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