Archon ★
Passive
Active
- Create Gestalt +13
- Create Illusory Prison +13
- Planar Disjunction +13
- Shapeshift (Perfect) +13
- Trap the Soul +13
- Maleficence +13 : 2d6 (Divine)
Lore
You behold a towering figure of impossible symmetry and radiance, its many wings veined with living scripture, its face a kaleidoscope of shifting masks—lion, eagle, ox, man—none resting longer than a moment. The air grows thin as its presence warps the veil between spirit and flesh.
Archons are the executors of the higher will of the unknowable demiurge Yaldabaoth, who resides in the celestial sphere Pleroma, within the Astral Veil. Their many-faced bestial forms are ever shifting and higher dimensional, appearing to mortals as luminous masses of animal parts, wings, eyes, and divine machinery. Around them radiates an aura of holiness so absolute that it scorches the unworthy. They attack only to defend the ancient, forbidden truths of Yaldabaoth, by merging into a gestalt of ever-increasing power, or by sealing mortal minds into illusory prisons. Archons do not think as mortals do: they are instruments of divine order, tasked with preventing mortals from achieving gnosis. In the infinities of the Astral Veil, they serve as regulators and spirits of law born from the mercurial mind of a creator who is not always merciful.
Archons are best deployed as mid- or endgame antagonists who guard forbidden knowledge or sacred realms, especially where themes of gnosis or spiritual rebellion are in play. They do not pursue conflict, but respond with deadly force when cosmic boundaries are trespassed. Their ability to merge together with other Archons into a more powerful gestalt makes them capable of overwhelming even prepared parties. Archons, being invulnerable instruments of the demiurge Yaldabaoth, are immune to mundane harm of all kinds, as well as charm and fear effects—and emanate auras that both empower their allies and blind their victims. Coming into physical contact with an Archon subjects victims to a devastating prismatic shell that contains each maleficence. Their greatest weakness is their vulnerability to shadow and necrotic magic—symbols of mortality and decay, which they abhor. Archons prefer to isolate PCs who try to access the demiurge’s revelations by using their legendary abilities to imprison their minds in a powerful illusion before engaging in violence. When an Archon casts Shapeshift, the transformation can perfectly resemble the form it changes into. Similarly, free floating spirits or like-spiritual beings are subject to the Archon’s ability to trap souls within itself, which narratively represents its enforcement of the will of the divine bureaucracy.
