Legion Archon (Dice, you can change this to whatever you want)
Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 9d8+45 (89 hp)
Speed: 30 ft in full plate, base 40 ft
Armor Class: 29 (+1 Dex, +10 natural, +9 +1 light fortification fullplate,-1 size), touch 9, flat-footed 28
Base Attack/Grapple: +9/+20
Attack: Large +1 heavy poleaxe +17 melee (3d6+11/x3) or claw +15 (1d6+7)
Full Attack: Large +1 heavy poleaxe +17/+12 melee (3d6+11/x3) or 2 claws +15 (1d6+7)
Space/Reach: 10 ft./10 ft. (20 ft with poleaxe)
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60 ft., endure, immunity to electricity and petrification, formation fighting, low-light vision, magic circle against evil, outsider traits, spell resistance 24, teleport, tongues
Saves: Fort +11 (+15 against poison), Ref +9, Will +7
Abilities Str 24, Dex 16, Con 20, Int 16, Wis 12, Cha 12
Skills: Balance +8, Concentration +16, Heal +12, Intimidate +12, Jump +12, Knowledge (Tactics and strategy) +14, Knowledge (The Planes) +14, Listen +12, Search +14, Spot +12, Survival +14, Swim +6
Feats: Combat Reflexes, Hold the Line, Power Attack, Weapon Focus (Poleaxe)
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Squad (six plus one 1st level sergeant). (Any larger will be dealt with elsewhere)
Challenge Rating: 8
Treasure: Standard plus large +1 heavy poleaxe
Alignment: Always Lawful Good
Advancement: 10-20 HD (Large), 21-26 HD (Huge) or by class level (Crusader or fighter)
Level Adjustment: +7
This bulky creature stands ten feet tall and is almost that broad through the shoulders; a bulk that is only enhanced by its gleaming armor of gold and silver. A squat helmet covers its face, with light reflecting off its black eyes from the narrow eye slits. A poleaxe the length of a pike is slung over its shoulder, which it carries without difficulty in its clawed paws; the only part of its body uncovered by armor. [Assuming it takes its helmet off] Its face is reminiscent of a white bear, albeit with a short snout and a hint of humanity about its features. It stands staring straight ahead until, at some unseen command, it marches off and takes its place in a phalanx of identical warriors that stretches for many hundreds of feet.
Legion Archons are close relatives of the Warden Archons that guard Celestia’s many gates and strongholds. Like their cousins, they are fearless and doughty fighters that will fight to the end rather than cede one inch of ground; but their shorter claws and superior stamina allows them to take up arms in the defense of Celestia. These ursine warriors comprise the bulk of Celestia’s army; and when the Hounds are done skirmishing and the Swords are finished with their shock charges it is the ranks of perfectly disciplined Legionnaires that finish the fight with their mighty poleaxes. These weapons can slice through two barbazu or cripple a hezrou with a single blow, and their wielders are trained to wield them in perfect harmony with their fellow soldiers. Unfortunately, their claws are too short to be particularly effective weapons and their full face helmets prevent them from using their teeth; although they will use their claws when the fighting gets too close to wield their poleaxes and will bite with just as much ferocity as their cousins should they be forced to.
Legion Archons are born to fight and they do so with great skill and discipline, if not necessarily much fervor. When encountered alone, they try to keep their distance so they can use their poleaxes; confident in their ability to rapidly take down their foes. If overwhelmed they teleport away to fetch reinforcements. In the more likely occasion that they are encountered in squad numbers, they will immediately form a tight formation and use massed scorching rays to remove magical artillery. If charged, the front rank will brace their poleaxes and use Hold The Line to eliminate the attackers while the second rank prepares to take the place of anyone that falls and any subsequent ranks fire over their shoulders.
Aura of Menace (Su): As the regular Archon ability, DC 13
Endure (Ex): Through a combination of toughness and discipline, Legion Archons are able to overcome the effects of evocations fired at their formations. Against anything that would normally allow a reflex save, they are allowed to instead take a Fortitude save.
Formation Fighting (Ex): Legion Archons are quite literally created to fight in dense formations of glittering armor and swinging poleaxes and are naturally very good at it. Each Archon can freely attack over the head of the one in front of them, allowing up to three ranks to fight simultaneously. Additionally, if any Archon goes down, the one behind him is allowed a free 10 foot step to take his place. Finally, their training to cover each other ensures that they receive a +2 bonus to AC and attack for every other Legion Archon in contact with them (+6 for the front and back ranks, +8 for every other rank)
Rend (Ex): If a Legion Archon hits a single target with both its claws it latches onto the opponent’s body and tears the flesh, dealing 2d6+10 damage.
Scent (Ex): Although it rarely comes up, Legion Archons have the same sense of smell as their cousins and can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Spell-like Abilities: At will-aid, continual flame, detect evil, scorching ray, shield other 3/day-shield of the archons, true strike. Caster Level 11.