Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.
The Rekhep is a Level 10 creature, with Armor Class 31 and 150 hit points. A winged celestial guardian that specializes in protecting allies and intercepting mobile foes.
Armor Class: 31 (all-around vision) Saving Throws: +1 status to all saves vs. magic Constant Spells. A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires. All-Around Vision. This monster can see in all directions simultaneously and therefore can't be flanked. +1 Status to All Saves vs. Magic 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. Archon's Pursuit (2 actions). Frequency once per day. Requirements The rekhep saw another creature teleport within the last round and has at least one Translocate spell remaining. Effect The rekhep casts one of their translocate spells, which is heightened to 5th rank and causes the qarna to arrive in an unoccupied space it chooses within 30 feet of the creature it's pursuing. If the creature is too far away, the rekhep arrives as close as possible. Courageous Switch. When a rekhep uses their Translocate innate spell, they can choose to move into the space of a willing ally they can see within range. If they do, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast translocate. Holy Armament (divine, holy). Any weapon gains the Holy rune while the rekhep wields it. Living Shield (1 action). The rekhep grants an adjacent ally a +2 circumstance bonus to AC until they're no longer adjacent or until the start of the archon's next turn, whichever comes first. When the rekhep uses Archon's Protection against an attack against the shielded ally, the rekhep gains the resistance and takes the damage rather than the ally. Terrifying Smite (2 actions) (emotion, fear, mental). The rekhep makes a Strike against an enemy that has one of the rekhep's allies within its reach. On a hit, the target takes an additional 2d8 mental damage and is Frightened 2. The extra damage and frightened value are doubled on a critical hit.
150 hit points.
Level 10.
AC 31.
Speed 30 ft., fly 60 ft.
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