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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