XP 409,600
CE Large outsider (archon, chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision, detect good, true seeing; Perception +30
Aura aura of courage, aura of menace (DC 29), magic circle against good
AC 35, touch 12, flat-footed 32 (+9 armor, +2 Dex, +1 dodge, +12 natural, +2 shield, –1 size) (+2 deflection vs. good)
hp 310 (20d10+200)
Fort +22, Ref +17, Will +15; +4 vs. poison
Defensive Abilities explosive rebirth; DR 10/good; Immune electricity, fire, charm, compulsion, fear, petrification; SR 33
Speed 40 ft., fly 120 ft. (good); 30 ft. (fly 90 ft.) in armor
Melee +5 unholy longsword +30/+25/+20/+15 (2d6+12/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks gaze, smite good 1/day (+7 attack and AC, +20 damage)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect good, magic circle against good, true seeing
At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, sunbeam (DC 24)
1/day—meteor swarm (DC 26), polar ray (DC 25), prismatic spray (DC 24), sunburst (DC 25)
Cleric Spells Prepared (CL 20th; concentration +27)
9th—implosion (DC 26), mass heal, miracle (2)
8th—dimensional lock, fire storm (2, DC 25), unholy aura (DC 25)
7th—destruction (2, DC 24), blasphemy (2, DC 24), resurrection
6th—greater dispel magic, heal, mass inflict moderate wounds (3)
5th—break enchantment (2), breath of life (2), flame strike (DC 22)
4th—cure critical wounds (3), death ward, divine power
3rd—cure serious wounds (3), dispel magic, invisibility purge
2nd—cure moderate wounds (4), eagle's splendor, status
1st—cure light wounds (4), divine favor, sanctuary (DC 18)
0—guidance, resistance, stabilize, virtue
Str 24, Dex 19, Con 31, Int 20, Wis 24, Cha 24
Base Atk +20; CMB +28; CMD 43
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Stand Still
Skills Diplomacy +26, Fly +22, Heal +17, Intimidate +26, Knowledge (engineering) +14, Knowledge (arcana, history, and nature) +15, Knowledge (religion) +25, Perception +30, Sense Motive +30, Spellcraft +25, Stealth +16, Survival +18
Languages Abyssal, Celestial, Draconic, Infernal; truespeech
SQ armor training 1 (as the fighter class feature)
Environment any (Abyss)
Organization solitary
Treasure double (full plate, heavy steel shield, +5 unholy longsword)
Explosive Rebirth (Su) When killed, a fallen star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 30 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as a balor with regeneration 10 (good effects and weapons). The fallen star archon's +5 unholy longsword returns to it when it becomes a balor, the sword reforming if it was destroyed in or after the explosion of the fallen star archon. A new +5 flaming whip appears in the balor's possession.
Gaze (Su) Confused for 1d4 rounds, 30 feet, Fortitude DC 30 negates; and 2d6 fire damage, 30 feet, Fortitude DC 30 half. Resolve these two effects separately. The confusion effect is a mind-affecting effect but the fire damage is not. Both save DCs are Constitution-based.
Spells Fallen star archons cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.