Wheel Archon
Level 16Attacks
Abilities
30 feet. When a creature ends its turn in the aura, it must attempt a DC 34 will save. If the creature fails, any Deception check it attempts until the end of its next turn has its result reduced by one degree of success. On a failed saving throw, a creature that is currently disguised or in a shape other than its true form also becomes Stupefied 1 until the end of its next turn.
The wheel archon spins furiously, emitting a rain of divine fire. All creatures in a 60-foot area take 12d6 fire 5d6 spirit (DC 37 reflex). The wheel archon can't use Fiery Spokes for .
The wheel archon fixes its gaze on a creature they can see within 30 feet. The target must immediately attempt a DC 37 will save against the wheel archon's all-knowing eyes. If the creature is under any magical effect that disguises it or has altered its shape, the wheel archon attempts to counter that magical disguise effect (counteract , 8th level). After attempting its save, the creature is then temporarily immune until the start of the wheel archon's next turn.
Among the most terrifying archons to behold, and easily the most difficult for mortals to comprehend, is the wheel archon, so named for its appearance as a flying, armor-plated wheel of fire with eyes on each spoke. Wheel archons often serve as messengers or harbingers for the armies of heaven, as their stubborn, indomitable natures make them ill-suited for missions requiring diplomacy or tact. Indeed, they have a legendary intolerance and single-mindedness in the pursuit of the punishment of evil.
Wheel archons can't tolerate deceit and easily see through lies. The sensation of this celestial being's divine eyes all fixing upon a single target is usually enough to encourage honesty, but when a wheel archon detects a falsehood, their righteous wrath takes over and they mete out punishment to sinners without quarter.