Truename monsters are physical embodiments of Truespeech -- living examples of the power of the primal words of creation. Whether the result of some natural process or the result of some terrible perversion of Truespeech, these creatures turn the power of utterances against their foes.
Medium Outsider (Archon, Extraplanar, Lawful, Good)
Hit Dice: 10d8+60 (105 hp)
Speed: 30 ft. (6 squares), fly 80 ft. (good)
Armor Class: 24 (+1 Dex, +6 natural, +7 +2 breastplate), touch 11, flat-footed 23
Base Attack/Grapple: +10/+16
Attack:+1 holy warhammer +17 melee (1d8+10/x3 plus 2d6 holy)
Full Attack:+1 holy warhammer +17/+12 melee (1d8+10/x3 plus 2d6 holy)
Special Attacks: Utterances
Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, spell resistance 18, tongues
Saves: Fort +13 (+17 against poison), Ref +8, Will +10
Abilities: Str 22, Dex 13, Con 23, Int 22, Wis 16, Cha 17
Skills: Concentration +19 (+23 speaking defensively), Diplomacy +18, Gather Information +5, Intimidate +16, Knowledge (arcana) +19 (+21 truename research), Knowledge (geography) +19 (+21 truename research), Knowledge (local) +19 (+21 truename research), Knowledge (nature) +19 (+21 truename research), Knowledge (the planes) +19 (+21 truename research), Listen +16, Search +19, Sense Motive +16, Spellcraft +21, Spot +16, Survival +3 (+5 on other planes, when following tracks, and when avoiding getting lost or hazards in aboveground natural environments), Truespeak +27
Feats: Combat Casting, Enlarge Utterance, Extend Utterance, Skill Focus (Truespeak)
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or patrol group (2-5)
Challenge Rating: 9
Alignment: Always lawful good
Advancement: 11-25 HD (Medium); 26-30 HD (Large)
Level Adjustment: +6
Before you hovers a faintly glowing, bronze-skinned woman, held aloft by a cloud of parchment papers that spread behind her like wings. Each piece of paper has a different rune on it.
The mission of a word archon is to protect such noble concepts as "virtue," "goodness," and "charity." Using the power of truenames, they travel far from Celestia to make sure such words inspire the good-hearted everywhere -- and evildoers that face the wrath of a word archon's voice raised against them.
Word archons believe that truename magic is the most pure and perfect form of expression. They treat it as something sacred and holy. They view those who pervert it, such as logokron devils and garblers, as hideous abominations and will attack them on sight.
A word archon is about 7 feet tall and weighs from 150 to 200 pounds.
WORD ARCHONS IN EBERRON
Word archons are part of the celestial host that battles evil on the barren plains of Shavarath, the Battleground. They serve as soldiers and guardians of any noncelestial allies, usually granting them the celestial template when engaged in battle.
WORD ARCHONS IN FAERÛN
Word archons live in the House of Knowledge. This plane possesses a strong tie to truename magic.
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 15d8+105 (172 hp)
Speed: 20 ft. (4 squares), fly 40 ft. (average)
Armor Class: 34 (-1 size, +1 Dex, +13 natural, +11 +3 full plate), touch 10, flat-footed 33
Base Attack/Grapple: +15/+24
Attack: +2 thundering halberd +22 melee (2d8+7/x3)
Full Attack:+2 thundering halberd +20/+15/+10 melee (2d8+7/x3) and +2 thundering halberd +20 melee (2d8+7/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Utterances, spell-like abilities, symbol of pain, summon baatezu
Special Qualities: Damage reduction 15/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 24, telepathy 100 ft.
Saves: Fort +16, Ref +15, Will +14
Abilities: Str 21, Dex 23, Con 25, Int 26, Wis 20, Cha 17
Skills: Bluff +21, Concentration +25 (+29 speaking defensively), Diplomacy +25, Disguise +3 (+5 acting in character), Gather Information +5, Intimidate +23, Knowledge (arcana) +26 (+28 truename research), Knowledge (dungeoneering) +26 (+28 truename research), Knowledge (local) +26 (+28 truename research), Knowledge (nature) +26 (+28 truename research), Knowledge (religion) +26 (+28 truename research), Knowledge (the planes) +26 (+28 truename research), Listen +23, Sense Motive +23, Spellcraft +28 (+30 deciphering scrolls), Spot +23, Survival +7, Truespeak +36, Use Magic Device +21 (+23 scrolls)
Feats: Combat Casting, Improved Initiative, Multiweapon Fighting[B], Obscure Personal Truename, Personal Truename Backlash, Truename Research, Weapon Focus (halberd)
Environment: Nine Hells of Baator
Organization: Solitary or cabal (1 logokron devil and 1d3 barbed devils)
Challenge Rating: 14
Treasure: Standard coins, standard goods, double items
Alignment: Always lawful evil
Advancement: 16-33 HD (Large); 34-45 HD (Huge)
Level Adjustment: --
This four-armed creature wears jet-black full plate and carries a bloody halberd in each pair of hands. Its wide tongue lolls several feet out of its mouth, revealing an eldritch symbol tattooed on it -- a symbol that is painful to look at.
Logokron devils epitomize evil, malice, and scheming. They're clever creatures that lay long-term plans and work steadily and patiently to achieve them. They delight in learning the personal truenames of their foes, then tormenting them or turning them into slaves.
Lesser devils, such as barbed devils, fear and serve logokron devils. They perform all manner of services for the logokrons, including spying, fighting, and even menial tasks such as carrying messages. Most logokron devils have one or more barbed devils in attendance at all times.
A logokron devil is about 10 feet tall, weighs about 600 pounds, and speaks Abyssal, Celestial, Common, Draconic, Ignan, and Infernal.
LOGOKRON DEVIL SOCIETY
Logokron devils are schemers who surround themselves with minions, but regard other logokrons as rivals. They seek to learn the personal truenames of powerful creatures (often powerful fiends and heroes from the Material Plane), then use their utterances to bend these creatures to their will. Because they are eager scholars in the discipline of truenames, they often travel the Material Plane to "research" the truenames they know.
LOGOKRON DEVILS IN EBERRON
Logokron devils fight in the endless battles on Shavarath. They can be mighty generals, but they often focus on conducting espionage and assassinating opposing leaders. They particularly hate word archons and go to great lengths to oppose them.
LOGOKRON DEVILS IN FAERÛN
Logokron devils reside in the Nine Hells. Many venture to Toril for the rich resources useful for furthering their ambitions on Baator. Occasionally, a logokron devil will take up residence in Toril, either as part of a pact it makes or in furtherance of its grander schemes.