SFS Standard Arqsheth (Cannon Archon) Creature 9

Believed to have once taken the shape of ballista-sized arbalests, arqsheths are living cannons who line the walls of Heaven to defend it against fiends. They often make themselves known to pure-hearted mortals who are either in the path of an imminent fiendish incursion or else struggling to vanquish a vile foe. They can be obsessively goal oriented and have been known to abandon a stalwart ally to pursue a fiend rather than delay the fight against their target.

Once an arqsheth destroys the object of their pursuit or determines that their wielder no longer needs their aid, they typically return to Heaven, but rare circumstances sometimes lead an arqsheth to remain in the Universe for an extended time. These arqsheths might find themselves embarking on long journeys with a loyal starship crew, standing guard over a seemingly abandoned planet, or taking up a post near a Drift beacon. They never reveal their motivation for remaining, and some suspect that arqsheths have a sort of sixth sense that warns of potential threats and leads them to take up such posts.

Elite Weak Arqsheth Creature 9

Recall Knowledge DC 24 26 27
Celestial (Religion)
Perception +21; darkvision
Languages Diabolic, Draconic, Empyrean, Utopian; truespeech
Skills Acrobatics +21, Diplomacy +19, Intimidation +19, Religion +20, Survival +20
Str +3 Dex +6 Con +4 Int +2 Wis +3 Cha +2

AC 26
Fort +19
Ref +19
Will +16
+1 status to all saves vs. magic
HP 160
Immunities fear
Resistances fire 10
Weaknesses unholy 10
Armament of the Archons A single creature can wield an adjacent willing arqsheth as a free action as long as it has two free hands. Once wielded by another creature, an arqsheth can't be wielded by a different creature until the start of the arqsheth's next turn. While wielded as a weapon, an arqsheth counts as a martial ranged weapon that deals 2d10 fire damage; is in the laser group; has a range increment of 40 feet; and has the analog, holy, and tracking +2 traits. Strikes made with this weapon deal an extra 1d10 spirit damage. They don't require ammunition and have no Bulk, as they support their own weight.
Archon's Protection [reaction] Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 15 to all damage against the triggering damage, and the archon can make a Strike against the enemy. This Strike doesn't count toward the archon's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike.

Speed fly 40 feet
Ranged [one-action] searing laser +21 (analogdivineholyrange increment 40 feet), Damage 2d10+6 fire plus 1d10 spirit
Divine Innate Spells DC 25 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 4th
translocate (at will)
1st
sure strike (at will)
Cantrips (5th) Constant (5th)
Archon's Pursuit [two-actions] Frequency once per day; Requirements The arqsheth saw another creature teleport within the last round; Effect The arqsheth casts translocate, which is heightened to 5th rank and causes the arqsheth to arrive in an unoccupied space they choose within 30 feet of the creature they're pursuing. If the creature is too far away, the arqsheth arrives as close as possible.
Righteous Cannon An arqsheth can be the target of spells that can target a ranged weapon, such as supercharge weapon, while wielded by another creature.