Starfinder: Archon

Chris Van Deelen

Archon Combatant CR 12 XP 19,200

Neutral medium construct (technological)

Init +10; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +22


Defense                                                             HP 200

EAC: 26; KAC: 28

Fort: +12; Ref: +12; Will: +9

Defensive Abilities: Battle frenzy; Immunities: Construct immunities, unliving



Speed: 60 ft. (fly, good)

Melee: Archon Battle Staff +26 (3d10+17 E&F Crit burn 3d4)

Ranged: Archon Battle Staff Plasma blast +22 (3d10+12 E&F Crit burn 3d4)

Space: 5 ft., Reach: 10 ft.

Offensive Abilities: Blazing pinions



Str +5; Dex +10; Con -; Int +2; Wis +0; Cha +0

Skills: Acrobatics +27, intimidate +22 (+32 if terror roar used)

Feats: Improved combat maneuver (grapple), lunge

Other Abilities: Terror roar

Languages: Common



Environment: Any

Organization: Solitary or pairs


Special Abilities

Battle Frenzy (Ex): As soon as the Archon has sustained damage, it will enter a battle frenzy. This lasts for 2 rounds, and during this period it gains an additional standard action. If it takes damage while under this effect, it does not prolong the duration, but it can be gained again once the duration has worn off, all that is required is that the Archon takes damage from any source.

Blazing pinions (Ex): This ability can only be used if the Archon uses its maximum movement rate to fly straight up in the air. It then will automatically target up to 6 enemy units. On its next round, it will unleash a powerful area effect attack at all the targets. Each attack will affect a 20 ft. radius, and anyone caught in the area of effect is allowed a REF save (DC 19) or suffer 6d6+12 Fire damage. A save reduces the damage to half. It can only do this once every 24 hours. This can be used at any target that is within a 100 ft. radius of the flying Archon.

Terror Roar (Su): As a swift action, the Archon can use a terrifying roar against a single target. The target is allowed a Will save (DC 19) and if the save fails, the target is shaken for 1d4 rounds. It can use this once per round, and once a target has made the save or the effect has ended, they are immune to the roar effect for 24 hours. Finally even if the target saves, the Archon gains a +10 circumstance bonus to intimidate checks on the next round.


Archon’s are the aliens battlefield commanders when it comes to arial units such as floaters. They are often found on the field, using their superior AI to direct other flying units, and are even known to issue commands to Mutons and other more powerful ground-based units.

When the enemy has been targeted, they will take to the heavens and use their area effect attack, targeting up to six different enemy combatants at once. This is very useful as it can damage or destroy cover, and with the area of effect radius, it can often hurt or kill multiple enemy units at once.

Even though they were designed to be commander units, they relish in combat. They much prefer to get up close and personal with enemy targets, using their special battle staffs to inflict terrible wounds on ground-based targets. They can even use these staff weapons at a range, as they fire powerful bolts of plasma energy at targets that are too far for the Archon to close in on.

Another favorite tactic of the Archon is to grab hold of an enemy combatant and attempt to pin them. If they are successful with this tactic, they will then fly up into the sky and throw the target to the ground, letting gravity do the killing for them.

Physically, although they are constructs, they have a very human-looking appearance. The torso is well defined, the arms are heavily muscled and the skin is typically a pale white. It appears that they wear helmets, but this is just the way the skulls of the units are constructed. The mouth is visible, and always appears to be frowning. They do not have any legs, and where the legs would normally be located, the units have powerful jets.

Rarely will they attempt to speak to any other combatants, other than to demand their immediate and unconditional surrender. Occasionally they will single out particularly strong enemy soldiers, especially if they happen to use melee weapons, and will challenge them to a one-on-one combat. The only advantage to this for the enemy combatant is that no other alien unit will attack them, unless the Archon who challenged them loses.

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Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.