Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 11d8+55 (108 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 90 ft. (Good)
Armor Class: 27 (-1 size, +4 Dex, +14 natural), touch 13, flat-footed 23
Base Attack/Grapple: +11/+22
Attack: Armblade +20 melee (2d8+9+1d6 fire+2d6 against evil/19-20)
Full Attack: 2 Armblades +20 melee (2d8+9+1d6 fire+2d6 against evil/19-20)
Space/Reach: 10 ft/10 ft
Special Attacks: Armblades, Drill Buster, Hotblooded Speech, spell-like abilities
Special Qualities: Aura of Menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, magic circle against evil, Manly Fighting Spirit, outsider traits, spell resistance 33, teleport, tongues
Saves: Fort +19, Ref +17, Will +14
Abilities Str 25, Dex 19, Con 20, Int 12, Wis 10, Cha 24
Skills: 9 maxed out, one with 8 ranks
Feats: Cleave, Flyby Attack, Improved Initiative, Power Attack
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, Pair, or Team (3-10)
Challenge Rating: 12
Treasure: No coins; double goods; standard items plus
Shades of Charisma +4
Alignment: Always Lawful Good
Advancement: By class level (Favored class Warblade)
Level Adjustment: +9
This creature bears a remarkable resemblance to a Sword Archon, with its rugged physique and massive feathery wings, but there is an unmistakable difference to its bearing; cocky where a Sword would be humble and swaggering where they would be mild. Not to mention the fact that it is wearing an enormous pair of crimson sunglasses shaped like isosceles triangles.
Long ago, there was an Authority named Simon who had proven himself dozens of times over in battle against the Tanar’ri as both an inspiring leader and skilled warrior. When a demonic plot to open a gate to the Far Realm in a powerful mortal civilization that had long been under the protection of Celestia was discovered, it was Simon and his group of elite Sword Archons that were sent to stop it; and although the portal was sealed and the Demons slain, Simon and his warriors were lost within it and left for dead. Their names were inscribed in the book of those who had died gloriously in the name of Celestia and life moved on. But then, in the not too distant past, Simon and his bedraggled force returned to the gates of Lunia; all wearing their giant red sunglasses and talking about some mysterious figure named Kamina who had freed them from the Far Realm, that is when they stopped constantly spouting hotblooded catchphrases and drill metaphors. They announced that they were launching a crusade to Mechanus, as they had apparently decided that Primus was actually something called “Gurren Lagann” and that they could get into his body and drive him into battle. For the sake of the relationship between the two planes, and the sanity of the survivors, they were institutionalized in an attempt to rehabilitate them. The only thing that could be gotten out of Simon before him and his followers broke free and vanished was that they intended to attach Primus to the entire plane of Mechanus using a giant drill and somehow in so doing turn it into a plane sized construct.
Neither Simon nor his Spiral Archons ever showed up in Mechanus, but they occasionally appear on battlefields, spout their catchphrases, and start mowing down foes before suddenly vanishing. Their exact motives remain uncertain.
Combat
Spiral Archons love fighting and will gleefully hurl themselves into the fray to build up Spiral Power before they break out their drills and start madly impaling things. Once in combat, they never retreat, considering it to be a coward’s stratagem, and have no qualms about assaulting anyone that they find to possess insufficient quantities of fighting spirit. They always start with a hot-blooded speech, regardless of how much longer combat will be, and then start carving up foes with their large curved armblades.
Armblades (Ex): Like the Sword Archons that they once were, Spiral Archons can create magic blades from their forearms as a Free Action. However, they count as Large
+2 holy flaming bastard swords instead of the smaller ones used by Swords. Like Sword Archons, they can shift back as a free action and the blades cannot be disarmed or sundered.
Aura of Menace (Su): Save DC 24
Drill Buster (Ex): Upon swearing their allegiance to Simon, the Spiral Archons decided that Discorporating Dives just weren’t ‘awesome’ enough and instead opted to convert their arm blades into giant drills. Three times per day, when charging, a Spiral Archon can perform a Double-Drill Buster, changing each of their arms to a flaming drill, which do 3d6+10 damage and count as silver flaming holy weapons. Alternately, they can perform a Mega-Drill Buster and combine their arms into one drill, which does 5d8+15 damage and counts as an adamantine silver flaming burst holy weapon, this counts towards their usages per day. Finally, once per week, they can perform the titular Giga-Drill Buster; which does 6d20+24 damage, pierces all Damage Reduction, counts as a holy power, flaming power weapon, and deal octuple damage on a critical. These can only be done if they possess a suitably high quantity of Manly Fighting Spirit (see below).
Hot-Blooded Speech (Ex): Like their leader, Spiral Archons are prone to passionate speeches filled with drilling metaphors and talk of ‘piercing the heavens’. Given at least three rounds to speak, a Spiral Archon can provide a rallying speech that grants a +1 morale bonus to attacks and saves for any allies that can hear them. If the speaker flees for any reason, these become equivalent penalties. With a successful Perform (Oratory) check, the speaker grants further bonii and Spirit points equal to the check divided by 5.
Manly Fighting Spirit (Ex): Somehow or another, the Spiral Archons have gained the ability to literally become more powerful as they are filled with fighting spirit, which they call Spiral Energy. They apply their Charisma bonus to saves and spell resistance, and can build up a pool of it through fighting. They gain 1 Spirit point through successfully damaging an enemy or killing a weaker enemy, 3 through landing a critical or charging something more powerful then them and 5 through killing an enemy of equal or greater power. When they take damage, they lose points equal to the damage divided by ten as the spirit is being beat out of them. Only one Spiral Power can be used per turn. Spirit points can be spent as follows:
1 point: Allow an ally to reroll a failed Will save; add +1 to damage for one attack; take another Swift Action
3 points: Reroll any failed save; add +2 to attack and damage for one round; take another move action; perform a Double Drill Breaker
5 points: Automatically pass a save; add +3 to attack, damage, and saves for one minute; take another standard action; perform a Mega Drill Breaker; don’t lose Spirit points from damage for one minute
10 points: Add +5 to attack, damage and saves for five minutes; take another full round action; perform a Giga-Drill Breaker; allow all allies within 60 ft. to charge a targeted enemy.
Spell-Like Abilities (Su): at will-
continual flame, divination, locate creature, locate object, message; 3/day
commune, dispel evil, wages of sin; 1/day
touch of adamantine.