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Legions of the Dawn War

F
' ourth Edition World Axis cosmology introduced
the Dawn War: an epic struggle at the dawn of Angel of Dominion
time between the gods and the primordials over Angels of Dominion are the soldiers of the gods, serving in
the fate of the world. While traditional celestials vast armies and following the commands of exalted priests or
and elementals participated in this way, the rank- more powerful angels. Though courageous and fierce, they
and-file soldiers were a new kind of creature not are the weakest and the most numerous of angels called to
seen in earlier editions of D&D. serve a given deity. Archangels lead regiments of angels, from
The Angels of Dominion and Elemental Legionnaires a handful to hundreds.
presented here are designed to be simple to run and serve Domain Manifestations. Each type of Angel of Dominion
two purposes: as allies and cohorts of player characters at is a direct incarnation of a divine portfolio, not tied to any
lower tiers, and as minions to engage en masse at higher particular deity; for example, if the gods of war Heironeous
levels. In contrast, Archangels and Legion Elementalists lead and Hextor go to battle, Angels of War might serve on both
their lesser kin and challenge powerful heroes by defending sides of the conflict.
or invading other planes, fighting in the service of dragons, or Divine Messengers. When a devout worshiper of a
summoned by priests and sorcerers. particular god does something to delight that god, such as
exemplary service to a domain in the gods name, an Angel of
Dominion might be dispatched to reward the worshiper. An
Credits appropriate reward might include a powerful spell, a magic
Art credit: Wizards of the Coast, 2008-2009 item, or even the service of the angel for 10 days.
5th Edition conversion by Peter Oliver, 2017 Angelic Demise. Angels of Dominion are fragments of a
deity's will, and do not truly have souls of their own. When
one dies, its spark of life returns to its deity's domain, leaving
behind only equipment the angel was wearing or carrying.
Angel of Arcana Archangel of Arcana
Medium celestial, any alignment Large celestial, any alignment

Armor Class 18 (breastplate, shield) Armor Class 18 (breastplate, shield)


Hit Points 60 (8d8 + 24) Hit Points 124 (13d10 + 52)
Speed 30 ft., fly 45 ft. Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 17 (+3) 21 (+5) 13 (+1) 20 (+5) 14 (+2) 18 (+4) 19 (+4) 23 (+6) 15 (+2)

Skills Arcana +6, Religion +6 Skills Arcana +7, Religion +7


Damage Resistances radiant; bludgeoning, piercing, Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened frightened
Senses darkvision 120 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 16
Languages Celestial, telepathy 60 ft. Languages Celestial, telepathy 60 ft.
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Angelic Weapons. The angel's weapon attacks are Angelic Weapons. The angel's weapon attacks are
magical. When the angel hits with any weapon, the magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 radiant damage weapon deals an extra 2d8 radiant damage
(included in the attack). (included in the attack).
Spellcasting. The angel is a 10th-level spellcaster. Its
Actions spellcasting ability is Wisdom (spell save DC 17, +9
Quarterstaff. Melee Weapon Attack: +7 to hit, reach to hit with spell attacks). The angel has the
5 ft., one target. Hit 11 (2d6 + 4) bludgeoning following cleric spells prepared:
damage plus 9 (2d8) radiant damage. Cantrips (at will): mage hand, sacred flame,
Magic Missile. One target the angel can see within thaumaturgy
120 feet takes 18 (5d4 + 5) force damage. 1st level (4 slots): detect magic, magic missile
2nd level (3 slots): magic weapon, Nystul's magic
aura
3rd level (3 slots): dispel magic, magic circle
4th level (3 slots): arcane eye, Leomund's secret
chest
Domains not in the Players' 5th level (2 slots): planar binding, teleportation
circle
Handbook
The Arcana domain is published in the Sword Coast
Adventurer's Guide, and the Death domain is in the
Actions
Dungeon Master's Guide. The Unearthed Arcana Multiattack. The angel makes two melee attacks. It
web articles include the Forge and Grave domains, can replace one of these attacks with a cantrip.
not included here.
Quarterstaff. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit 12 (2d6 + 5) bludgeoning
damage plus 9 (2d8) radiant damage.
Arcane Abjuration (2/Day). One celestial, elemental,
fey, or fiend of the angel's choice that is within 30
feet of it and can see or hear the angel must
succeed on a DC 17 Wisdom saving throw, or be
turned for 1 minute or until it takes any damage. A
turned creature that is able to move must take the
Dash action and move away from the angel by the
safest available route on each of its turns, or try to
escape from an effect that prevents it from moving,
or use the Dodge action if there is nowhere to
move. A creature with a CR of 1 or lower is instead
banished for 1 minute (as the banishment spell, no
concentration required) if it isn't on its home plane.
Angel of Death Archangel of Death
Medium celestial, any alignment Large celestial, any alignment

Armor Class 16 (breastplate) Armor Class 16 (breastplate)


Hit Points 60 (8d8 + 24) Hit Points 124 (13d10 + 52)
Speed 30 ft., fly 45 ft. Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 16 (+3) 13 (+1) 18 (+4) 17 (+3) 23 (+6) 14 (+2) 18 (+4) 15 (+2) 20 (+5) 19 (+4)

Skills Intimidate +6, Religion +4 Skills Intimidate +7, Religion +5


Damage Resistances radiant, necrotic; bludgeoning, Damage Resistances radiant, necrotic; bludgeoning,
piercing, and slashing from nonmagical attacks piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened frightened
Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 18
Languages Celestial, telepathy 60 ft. Languages Celestial, telepathy 60 ft.
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Angelic Weapons. The angel's weapon attacks are Angelic Weapons. The angel's weapon attacks are
magical. When the angel hits with any weapon, the magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 necrotic damage weapon deals an extra 2d8 necrotic damage
(included in the attack). (included in the attack).
Spellcasting. The angel is a 10th-level spellcaster. Its
Actions spellcasting ability is Wisdom (spell save DC 16, +8
Scythe. Melee Weapon Attack: +8 to hit, reach 10 to hit with spell attacks). The angel has the
ft., one target. Hit 18 (2d12 + 5) slashing damage following cleric spells prepared:
plus 9 (2d8) necrotic damage. Cantrips (at will): chill touch, spare the dying,
Inflict Wounds. Ranged Spell Attack: +7 to hit, range thaumaturgy
60 ft., one target. Hit: 17 (3d10) necrotic damage. 1st level (4 slots): false life, ray of sickness
2nd level (3 slots): blindness/deafness, ray of
enfeeblement
3rd level (3 slots): animate dead, vampiric touch
4th level (3 slots): blight, death ward
5th level (2 slots): antilife shell, cloudkill
Deities Without Angels Touch of Death (2/Day). Once per round, when the
Some deities have fallen so far from grace that angel hits a creature with a melee attack, the angel
their angels have been transformed into fiends. can use this ability to deal an extra 25 necrotic
These include Asmodeus and Tiamat served by damage to the target.
devils, and Lolth and Tharizdun attended by
demons. Consider using the Cambion (Monster Actions
Manual pg 36) to represent fallen angels for these
deities. Multiattack. The angel makes two melee attacks.
Scythe. Melee Weapon Attack: +9 to hit, reach 15
ft., one target. Hit 19 (2d12 + 6) slashing damage
plus 9 (2d8) necrotic damage.
Angel of Knowledge Archangel of
Medium celestial, any alignment
Knowledge
Armor Class 18 (breastplate, shield) Large celestial, any alignment
Hit Points 60 (8d8 + 24)
Speed 30 ft., fly 45 ft. Armor Class 18 (breastplate, shield)
Hit Points 124 (13d10 + 52)
Speed 30 ft., fly 45 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 17 (+3) 21 (+5) 13 (+1) STR DEX CON INT WIS CHA

Skills Arcana +6, History +6, Nature +6, Religion +6 20 (+5) 14 (+2) 18 (+4) 19 (+4) 23 (+6) 15 (+2)
Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks Skills Arcana +7, History +7, Nature +7, Religion +7
Condition Immunities charmed, exhaustion, Damage Resistances radiant; bludgeoning, piercing,
frightened and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 15 Condition Immunities charmed, exhaustion,
Languages Celestial, telepathy 60 ft. frightened
Challenge 5 (1,800 XP) Senses darkvision 120 ft., passive Perception 16
Languages Celestial, telepathy 60 ft.
Angelic Weapons. The angel's weapon attacks are Challenge 8 (3,900 XP)
magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 radiant damage Angelic Weapons. The angel's weapon attacks are
(included in the attack). magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 radiant damage
(included in the attack).
Actions
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., Spellcasting. The angel is a 10th-level spellcaster. Its
one target. Hit 11 (2d6 + 4) bludgeoning damage spellcasting ability is Wisdom (spell save DC 17, +9
plus 9 (2d8) radiant damage. to hit with spell attacks). The angel has the
following cleric spells prepared:
Lance of Faith. Ranged Spell Attack: +8 to hit, range
120 ft., one target. Hit: 27 (6d8) radiant damage. Cantrips (at will): guidance, sacred flame,
thaumaturgy
1st level (4 slots): command, identify
2nd level (3 slots): augury, suggestion
3rd level (3 slots): nondetection, speak with dead
4th level (3 slots): arcane eye, confusion
5th level (2 slots): legend lore, scrying

Actions
Multiattack. The angel makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit 14 (2d8 + 5) bludgeoning
damage plus 9 (2d8) radiant damage.
Knowledge of the Ages (2/Day). For 10 minutes, the
angel has proficiency with one skill or tool of its
choice.
Angel of Life Archangel of Life
Medium celestial, any alignment Large celestial, any alignment

Armor Class 18 (plate) Armor Class 18 (plate)


Hit Points 60 (8d8 + 24) Hit Points 124 (13d10 + 52)
Speed 30 ft., fly 45 ft. Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 16 (+3) 13 (+1) 18 (+4) 17 (+3) 23 (+6) 14 (+2) 18 (+4) 15 (+2) 20 (+5) 19 (+4)

Skills Medicine +7, Religion +4 Skills Medicine +8, Religion +5


Damage Resistances radiant; bludgeoning, piercing, Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened frightened
Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 15
Languages Celestial, telepathy 60 ft. Languages Celestial, telepathy 60 ft.
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Angelic Weapons. The angel's weapon attacks are Angelic Weapons. The angel's weapon attacks are
magical. When the angel hits with any weapon, the magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 radiant damage weapon deals an extra 2d8 radiant damage
(included in the attack). (included in the attack).
Spellcasting. The angel is a 10th-level spellcaster. Its
Actions spellcasting ability is Wisdom (spell save DC 16, +8
to hit with spell attacks). The angel has the
Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., following cleric spells prepared:
one target. Hit 14 (2d8 + 5) piercing damage plus
9 (2d8) radiant damage. Cantrips (at will): sacred flame, spare the dying,
thaumaturgy
Lance of Faith. Ranged Spell Attack: +7 to hit, range
1st level (4 slots): bless, cure wounds
120 ft., one target. Hit: 18 (4d8) radiant damage.
2nd level (3 slots): lesser restoration, spiritual
Sacrifice. The angel touches one willing creature,
weapon
granting it 25 temporary hit points. The angel then
dies. 3rd level (3 slots): beacon of hope, revivify
4th level (3 slots): death ward, guardian of faith
5th level (2 slots): mass cure wounds, raise dead

Actions
Angels as NPCs Multiattack. The angel makes two melee attacks.
The Monster Manual and Volo's Guide to Monsters
have plenty of options for arcane NPCs but not Spear. Melee Weapon Attack: +9 to hit, reach 15 ft.,
many divine options. You can use any angel's one target. Hit 15 (2d8 + 6) piercing damage plus
statistics for a powerful cleric by granting them the 9 (2d8) radiant damage.
spell list of an archangel, and assuming they have Preserve Life (2/day). The angel restores 50 hit
access to any other cleric spell of 5th level or points, divided among any number of creatures
below with 24 hours notice. within 30 feet of it, restoring each creature to no
more than half of its hit point maximum. This has
no effect on undead or constructs.
Archangel of Light
Large celestial, any alignment

Armor Class 18 (breastplate, shield)


Hit Points 152 (16d10 + 64)
Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 18 (+4) 15 (+2) 23 (+6) 19 (+4)

Skills Perception +9, Religion +5


Damage Resistances fire, radiant; bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened
Senses darkvision 120 ft., truesight 60 ft., passive
Perception 19
Languages Celestial, telepathy 60 ft.
Challenge 8 (3,900 XP)

Angelic Weapons. The angel's weapon attacks are


magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 fire damage (included in
the attack).
Angel of Light Illumination. The angel sheds bright light in a 30-
Medium celestial, any alignment foot radius and dim light in an additional 30 feet.
Spellcasting. The angel is a 10th-level spellcaster. Its
Armor Class 18 (breastplate, shield)
spellcasting ability is Wisdom (spell save DC 17, +9
Hit Points 60 (8d8 + 24)
to hit with spell attacks). The angel has the
Speed 30 ft., fly 45 ft.
following cleric spells prepared:
Cantrips (at will): sacred flame, light, thaumaturgy
STR DEX CON INT WIS CHA
1st level (4 slots): burning hands, faerie fire
18 (+4) 14 (+2) 16 (+3) 13 (+1) 21 (+5) 17 (+3)
2nd level (3 slots): flaming sphere, scorching ray
Skills Perception +8, Religion +4 3rd level (3 slots): daylight, fireball
Damage Resistances fire, radiant; bludgeoning, 4th level (3 slots): guardian of faith, wall of fire
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, 5th level (2 slots): flame strike, scrying
frightened
Senses darkvision 120 ft., truesight 60 ft., passive Actions
Perception 18 Multiattack. The angel makes two melee attacks. It
Languages Celestial, telepathy 60 ft. can replace one of these attacks with a cantrip.
Challenge 5 (1,800 XP)
Longswords. Melee Weapon Attack: +8 to hit, reach
Angelic Weapons. The angel's weapon attacks are 10 ft., one target. Hit 12 (2d6 + 5) slashing damage
magical. When the angel hits with any weapon, the plus 9 (2d8) fire damage.
weapon deals an extra 2d8 fire damage (included in Radiance of the Dawn (2/Day). Any magical darkness
the attack). within 30 feet of the angel is dispelled.
Additionally, each hostile creature within 30 feet of
Illumination. The angel sheds bright light in a 30-
the angel must make a DC 17 Constitution saving
foot radius and dim light in an additional 30 feet.
throw, taking 21 (2d10 + 10) radiant damage on a
failed saving throw, or half as much damage on a
Actions successful one. A creature that has total cover from
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., the angel is not affected.
one target. Hit 11 (2d6 + 4) bludgeoning damage
plus 9 (2d8) fire damage.
Lance of Faith. Ranged Spell Attack: +8 to hit, range
120 ft., one target. Hit: 27 (6d8) radiant damage.
Angel of Nature Archangel of Nature
Medium celestial, any alignment Large celestial, any alignment

Armor Class 18 (plate) Armor Class 18 (plate)


Hit Points 60 (8d8 + 24) Hit Points 124 (13d10 + 52)
Speed 30 ft., fly 45 ft. Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 16 (+3) 13 (+1) 18 (+4) 17 (+3) 20 (+5) 14 (+2) 18 (+4) 15 (+2) 23 (+6) 19 (+4)

Skills Animal Handling +7, Nature +4, Religion +4 Skills Animal Handling +8, Nature +5, Religion +5
Damage Resistances radiant; bludgeoning, piercing, Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened frightened
Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 15
Languages Celestial, Druidic, telepathy 60 ft. Languages Celestial, Druidic, telepathy 60 ft.
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Angelic Weapons. The angel's weapon attacks are Angelic Weapons. The angel's weapon attacks are
magical. When the angel hits with any weapon, the magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 radiant damage weapon deals an extra 2d8 radiant damage
(included in the attack). (included in the attack).
Spellcasting. The angel is a 10th-level spellcaster. Its
Actions spellcasting ability is Wisdom (spell save DC 17, +9
Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., to hit with spell attacks). The angel has the
one target. Hit 16 (2d10 + 5) piercing damage plus following cleric spells prepared:
9 (2d8) radiant damage. Cantrips (at will): druidcraft, produce flame,
Produce Flame. Ranged Spell Attack: +7 to hit, range thaumaturgy
30 ft., one target. Hit: 18 (4d8) fire damage. 1st level (4 slots): animal friendship, speak with
animals
2nd level (3 slots): barkskin, spike growth
3rd level (3 slots): plant growth, wind wall
4th level (3 slots): dominate beast, grasping vine
Other Domains 5th level (2 slots): insect plague, tree stride
Angels of Dominion can be created from other
divine domains, either published or homebrew, by Actions
choosing an angel of a domain with the same
proficiencies (heavy armor, martial weapons, and Multiattack. The angel makes two melee attacks.
either divine strike or potent spellcasting) and Shillelagh. Melee Weapon Attack: +9 to hit, reach
adjusting skills and damage types as appropriate. 10 ft., one target. Hit 15 (2d8 + 6) bludgeoning
For an archangel, also replace the spell list and damage plus 9 (2d8) radiant damage.
Channel Divinity with those of the new domain.
Charm Animals and Plants (2/Day). Each beast or
plant creature within 30 feet of the angel that can
see it must succeed on a DC 17 Wisdom saving
throw or be charmed by the angel for 1 minute or
until it takes damage. Charmed creatures are
friendly to the angel and other creatures of the
angel's choice.
Archangel of Tempest
Large celestial, any alignment

Armor Class 18 (plate)


Hit Points 124 (13d10 + 52)
Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA


23 (+6) 14 (+2) 18 (+4) 15 (+2) 20 (+5) 19 (+4)

Skills Intimidate +7, Religion +5


Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened
Senses darkvision 120 ft., passive Perception 15
Languages Celestial, telepathy 60 ft.
Challenge 8 (3,900 XP)

Angelic Weapons. The angel's weapon attacks are


magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 thunder damage
(included in the attack).
Destructive Wrath (2/day). When the angel rolls
lightning or thunder damage, it can use this ability
to deal maximum damage, instead of rolling.
Angel of Tempest Spellcasting. The angel is a 10th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8
Medium celestial, any alignment
to hit with spell attacks). The angel has the
Armor Class 18 (plate) following cleric spells prepared:
Hit Points 60 (8d8 + 24) Cantrips (at will): resistance, sacred flame,
Speed 30 ft., fly 45 ft. thaumaturgy
1st level (4 slots): fog cloud, thunderwave
STR DEX CON INT WIS CHA 2nd level (3 slots): gust of wind, shatter
21 (+5) 14 (+2) 16 (+3) 13 (+1) 18 (+4) 17 (+3) 3rd level (3 slots): call lightning, sleet storm
4th level (3 slots): control water, ice storm
Skills Intimidate +6, Religion +4
Damage Resistances radiant; bludgeoning, piercing, 5th level (2 slots): destructive wave, insect plague
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, Actions
frightened Multiattack. The angel makes two melee attacks.
Senses darkvision 120 ft., passive Perception 14
Languages Celestial, telepathy 60 ft. Longswords. Melee Weapon Attack: +9 to hit, reach
Challenge 5 (1,800 XP) 10 ft., one target. Hit 20 (4d6 + 6) slashing damage
plus 9 (2d8) thunder damage.
Angelic Weapons. The angel's weapon attacks are
magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 thunder damage
(included in the attack).

Actions
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit 19 (4d6 + 5) bludgeoning damage
plus 9 (2d8) thunder damage.
Thunderbolt. Ranged Spell Attack: +7 to hit, range
120 ft., one target. Hit: 27 (6d8) lightning damage.
Angel of Trickery Archangel of Trickery
Medium celestial, any alignment Large celestial, any alignment

Armor Class 16 (breastplate) Armor Class 16 (breastplate)


Hit Points 124 (13d10 + 52) Hit Points 124 (13d10 + 52)
Speed 30 ft., fly 45 ft. Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 21 (+5) 16 (+3) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 23 (+6) 18 (+4) 14 (+2) 20 (+5) 19 (+4)

Skills Deception +6, Religion +5, Sleight of Hand Skills Deception +7, Religion +5, Sleight of Hand
+8, Stealth +8 +9, Stealth +9
Damage Resistances radiant; bludgeoning, piercing, Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened frightened
Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 15
Languages Celestial, Thieves' cant, telepathy 60 ft. Languages Celestial, Thieves' cant, telepathy 60 ft.
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Angelic Weapons. The angel's weapon attacks are Angelic Weapons. The angel's weapon attacks are
magical. When the angel hits with any weapon, the magical. When the angel hits with any weapon, the
weapon deals an extra 9 (2d8) poison damage weapon deals an extra 9 (2d8) poison damage
(included in the attack). (included in the attack).

Sneak Attack (1/Turn). The angel deals an extra 7 Sneak Attack (1/Turn). The angel deals an extra 14
(2d6) damage when it hits a target with a weapon (4d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the angel that the target is within 5 feet of an ally of the angel that
isn't incapacitated and the angel doesn't have isn't incapacitated and the angel doesn't have
disadvantage on the attack roll. disadvantage on the attack roll.
Spellcasting. The angel is a 10th-level spellcaster. Its
Actions spellcasting ability is Wisdom (spell save DC 16, +8
Short Sword. Melee Weapon Attack: +8 to hit, reach to hit with spell attacks). The angel has the
5 ft., one target. Hit 13 (2d6 + 6) slashing damage following cleric spells prepared:
plus 9 (2d8) poison damage. Cantrips (at will): minor illusion, sacred flame,
Shortbow. Ranged Weapon Attack: +8 to hit, range thaumaturgy
80/320 ft., one target. Hit: 13 (2d6 + 6) piercing 1st level (4 slots): charm person, disguise self
damage plus 9 (2d8) poison damage.
2nd level (3 slots): mirror image, pass without trace
3rd level (3 slots): blink, dispel magic
4th level (3 slots): dimension door, polymorph
5th level (2 slots): dominate person, modify
memory

Actions
Multiattack. The angel makes two weapon attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach
10 ft., one target. Hit 15 (2d8 + 6) slashing damage
plus 9 (2d8) poison damage.
Longbow. Ranged Weapon Attack: +9 to hit, range
80/320 ft., one target. Hit: 15 (2d8 + 6) piercing
damage plus 9 (2d8) poison damage.
Cloak of Shadows (2/Day). The angel becomes
invisible until the end of its next turn, or until it
attacks or casts a spell.
Archangel of War
Large celestial, any alignment

Armor Class 18 (plate)


Hit Points 124 (13d10 + 52)
Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA


23 (+6) 14 (+2) 18 (+4) 17 (+3) 20 (+5) 17 (+3)

Skills Insight +6, Persuasion +6, Religion +6


Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened
Senses darkvision 120 ft., passive Perception 15
Languages Celestial, telepathy 60 ft.
Challenge 8 (3,900 XP)

Angelic Weapons. The angel's weapon attacks are


magical. When the angel hits with any weapon, the
weapon deals an extra 2d8 radiant damage
(included in the attack).
Spellcasting. The angel is a 10th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8
to hit with spell attacks). The angel has the
following cleric spells prepared:
Angel of War Cantrips (at will): blade ward, sacred flame,
Medium celestial, any alignment thaumaturgy
1st level (4 slots): divine favor, shield of faith
Armor Class 18 (plate)
Hit Points 60 (8d8 + 24) 2nd level (3 slots): magic weapon, spiritual weapon
Speed 30 ft., fly 45 ft. 3rd level (3 slots): crusaders mantle, spirit
guardians
STR DEX CON INT WIS CHA 4th level (3 slots): freedom of movement,
stoneskin
21 (+5) 14 (+2) 16 (+3) 15 (+2) 18 (+4) 15 (+2)
5th level (2 slots): flame strike, hold monster
Skills Insight +5, Persuasion +5, Religion +5
Damage Resistances radiant; bludgeoning, piercing, Actions
and slashing from nonmagical attacks Multiattack. The angel makes two melee attacks.
Condition Immunities charmed, exhaustion,
frightened Greatsword. Melee Weapon Attack: +10 to hit,
Senses darkvision 120 ft., passive Perception 14 reach 10 ft., one target. Hit 20 (4d6 + 6) slashing
Languages Celestial, telepathy 60 ft. damage plus 9 (2d8) radiant damage.
Challenge 5 (1,800 XP)
Reactions
Angelic Weapons. The angel's weapon attacks are War God's Blessing (2/Day). When a creature within
magical. When the angel hits with any weapon, the 30 feet of the angel makes an attack roll, the angel
weapon deals an extra 2d8 radiant damage can use its reaction to grant that creature a +10
(included in the attack). bonus to the roll. The angel can make this choice
after the roll is made, but before the DM says
Actions whether the attack hits or misses.
Greatsword. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit 19 (4d6 + 5) slashing damage
plus 9 (2d8) radiant damage.
Lance of Faith. Ranged Spell Attack: +7 to hit, range
120 ft., one target. Hit: 18 (4d8) radiant damage.
Soldiers for Hire. Most Legionnaires adrift on the planes do
Elemental Legionnaire not have a powerful master to serve, and roam in small
Elemental Legionnaires are native to the Elemental Chaos, mercenary bands for any destructive purpose. It is not
but they have more in common with the constructs known as unheard of for groups of Legionnaires sworn to different
Helmed Horrors than with their bestial bretheren. If masters to come into conflict with each other--for example,
elementals are the animals of the inner planes, the Fire Legionnaires defending a red dragon's stronghold from
Legionnaires are the common people. Vaguely humanoid in Earth Legionnaires allied with hill giants.
form, they serve powerful primordial entities as well as Legionnaires come from the Elemental Chaos and speak
various elemental lords and princelings. the Primordial language, of which the languages of the
Primordial Heritage. Legionnaires trace back to an elemental planes (Auran, Aquan, Ignan, and Terran) are
ancient time when the world had hardly been formed, when dialects. They can be summoned and bound by mortals just
primordial beings battled the gods for control of creation. In as other elementals, but are more likely to bargain for their
this cataclysmic conflict, the deities marshaled armies of service if it doesn't obviously further their goal of returning
angels and cadres of exarchs, and though the primordials the world to a primeval state of chaos.
could call forth titanic beasts and giants, they could not Elemental Demise. When an Elemental Legionnaire dies,
muster a true military to face their enemies until they found all that remains is its armor, and sometimes its weapons.
the means by which elemental creatures could be reshaped Some Legionnaires, such as Ice Legionnaires, wield weapons
and hammered into soldiers. The warriors formed through that melt away when the elemental dies.
this process were the first Legionnaires.
Varied Forms. Air, Earth, Fire, and Water Legionnaires are
commonplace, but one doesnt have to travel far in the
Elemental Chaos to find quasielemental or paraelemental Archons
Legionnaires formed of crystal, slime, and smoke. Fifth Edition is returning to the Great Wheel
Legionnaires of different elements freely associate with one cosmology and, presumably, will also restore the
another to achieve their common goal of returning the world title of Archon to Lawful Good celestials. Therefore
to the rule and whim of the primordials, but bereft of strong Fourth Edition's archons are presented here
leadership they are prone to infighting. A typical legion in renamed to Elemental Legionnaires.
service to a primordial prince or demon lord is a jumble of The elementalists here have access to spells
many different kinds of Legionnaires, just as the Elemental found in the free Elemental Evil Player's
Companion supplement.
Chaos is a jumble of many different elements and energy
types.
Air Legionnaire Legion Aeromancer
Medium elemental, any alignment Medium elemental, any alignment

Armor Class 18 (scale, shield) Armor Class 16


Hit Points 76 (8d8 + 40) Hit Points 105 (10d8 + 60)
Speed 30 ft., fly 30 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 21 (+5) 10 (+0) 12 (+1) 14 (+2) 18 (+4) 22 (+6) 23 (+6) 10 (+0) 12 (+1) 22 (+6)

Damage Resistances lightning, thunder Skills Arcana +3


Damage Immunities poison Damage Resistances lightning, thunder
Condition Immunities exhaustion, petrified, Damage Immunities poison
poisoned Condition Immunities exhaustion, petrified,
Senses darkvision 60 ft., passive Perception 11 poisoned
Languages Primordial Senses darkvision 60 ft., passive Perception 11
Challenge 4 (1,100 XP) Languages Primordial
Challenge 6 (2,300 XP)
Elemental Weapons. The legionnaire's weapon
attacks are magical. When the legionnaire hits with Innate Spellcasting. The aeromancer's innate
any weapon, the weapon deals an extra 2d8 spellcasting ability is Charisma (spell save DC 17,
thunder damage (included in the attack). +9 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
Actions At will: gust
Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., 1/day each: control winds, gust of wind, wind wall
one target. Hit: 11 (1d8 + 6) bludgeoning damage
plus 9 (2d8) thunder damage. Wind Ward. Ranged weapon attacks against the
aeromancer have disadvantage.
Sonic Boom. Ranged Spell Attack: +5 to hit, range
60 ft., one target. Hit: 18 (4d8) thunder damage. Actions
Whirlwind Escape. The legionnaire teleports up to Staff of Winds. Melee Weapon Attack: +7 to hit,
30 feet to an unoccupied space that it can see, and reach 5 ft., one target. Hit: 11 (2d6 + 4) thunder
ends any grappled, restrained, or paralyzed damage, and the target is pushed 5 feet away from
conditions on it. the aeromancer.
Create Whirlwind. The aeromancer creates a 15-foot
cube of swirling wind centered on itself. Each
creature in that area other than the aeromancer
must make a DC 17 Constitution saving throw,
taking 11 (2d10) bludgeoning damage on a failed
save, or half as much damage on a successful one.
If a Large or smaller creature fails the save, that
creature is also pushed up to 10 feet away from the
center of the cube.

Elemental Treasure
Defeating a group of Legionnaires may yield a
magic item such as a Fire Legionnaire's flame
tongue or a Legion Cryomancer's staff of frost. You
can use these items as templates for treasure
dropped by other elementals, such as a hammer
that deals an extra 2d6 thunder damage on a hit, or
a staff that can cast tidal wave and wall of water.
Earth Legionnaire Legion Geomancer
Medium elemental, any alignment Medium elemental, any alignment

Armor Class 18 (plate) Armor Class 16 (natural armor)


Hit Points 76 (8d8 + 40) Hit Points 105 (10d8 + 60)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 21 (+5) 18 (+4) 12 (+1) 14 (+2) 22 (+6) 10 (+0) 23 (+6) 18 (+4) 12 (+1) 22 (+6)

Damage Vulnerabilities thunder Skills Arcana +3


Damage Resistances bludgeoning, slashing, piercing Damage Resistances bludgeoning, slashing, piercing
from nonmagical weapons from nonmagical weapons
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, petrified, Condition Immunities exhaustion, petrified,
poisoned poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages Primordial Languages Primordial
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)

Burrow. The legionnaire can move across difficult Merge With Stone. The geomancer can move across
terrain made of earth or stone without spending difficult terrain made of earth or stone without
extra movement. It can burrow through soft earth spending extra movement. It can move through
or sand at full speed, or through solid stone at half solid earth or stone as if it was air and without
speed, choosing whether or not to leave a tunnel destabilizing it, but takes 10 force damage each
behind it. turn it ends its movement there.

Elemental Weapons. The legionnaire's weapon Innate Spellcasting. The geomancer's innate
attacks are magical. When the legionnaire hits with spellcasting ability is Charisma (spell save DC 17,
any weapon, the weapon deals an extra 2d8 force +9 to hit with spell attacks). It can innately cast the
damage (included in the attack). following spells, requiring no material components:
At will: mold earth
Actions
1/day each: maximilian's earthen grasp, wall of
Warhammer. Melee Weapon Attack: +8 to hit, reach sand, wall of stone
5 ft., one target. Hit: 12 (1d10 + 6) bludgeoning
damage plus 9 (2d8) force damage. Actions
Grasping Earth. Melee Spell Attack: +8 to hit, reach Staff of Stone. Melee Weapon Attack: +9 to hit,
5 ft., one target. Hit: 7 (2d6) bludgeoning damage, reach 5 ft., one target. Hit: 13 (2d6 + 6) force
and the target is restrained (escape DC 19). damage, and the target is knocked prone.
Rock. Ranged Weapon Attack: +8 to hit, range Earth Tremor. Each creature other than the
30/120 ft., one target. Hit: 11 (1d8 + 6) geomancer on the ground in a 10-foot radius must
bludgeoning damage plus 9 (2d8) force damage. make a DC 17 Dexterity saving throw, or take 4
(1d6) bludgeoning damage and be knocked prone.
If the ground in that area is loose earth or stone, it
becomes difficult terrain until cleared.
Legion Pyromancer
Medium elemental, any alignment

Armor Class 16
Hit Points 105 (10d8 + 60)
Speed 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 22 (+6) 23 (+6) 10 (+0) 12 (+1) 22 (+6)

Damage Resistances cold


Damage Immunities fire, poison
Condition Immunities exhaustion, petrified,
poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Primordial
Challenge 6 (2,300 XP)

Flame Body. Any creature that moves within 5 feet


of the pyromancer for the first time on a turn or
ends its turn there takes 5 fire damage.
Innate Spellcasting. The pyromancer's innate
spellcasting ability is Charisma (spell save DC 17,
+9 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
At will: control flames
1/day each: flaming sphere, melf's minute meteors,
wall of fire

Actions
Staff of Fire. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 11 (3d6) fire damage.
Scorch. Each creature in a line 15 feet long and 5
feet wide must make a DC 17 Dexterity saving
throw, taking 18 (4d8) fire damage on a failed save,
or half as much damage on a successful one.

Fire Legionnaire Elemental Weapons. The legionnaire's weapon attacks


Medium elemental, any alignment are magical. When the legionnaire hits with any
weapon, the weapon deals an extra 2d8 fire damage
Armor Class 18 (scale, shield) (included in the attack).
Hit Points 76 (8d8 + 40)
Speed 50 ft. Actions
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 11 (1d8 + 6) slashing damage plus 9
(2d8) fire damage.
18 (+4) 22 (+6) 21 (+5) 10 (+0) 12 (+1) 14 (+2)
Firebolt. Ranged Spell Attack: +8 to hit, range 120 ft.,
Damage Immunities fire, poison one target. Hit: 22 (4d10) fire damage.
Condition Immunities exhaustion, petrified, poisoned Flickering Step. The legionnaire moves up to its speed.
Senses darkvision 60 ft., passive Perception 11 Each creature that makes an attack against the
Languages Primordial legionnaire during this movement takes 9 (2d8) fire
Challenge 4 (1,100 XP) damage.
Ice Legionnaire Actions
Medium elemental, any alignment
Warhammer. Melee Weapon Attack: +8 to hit, reach
Armor Class 18 (scale, shield) 5 ft., one target. Hit: 11 (1d8 + 6) bludgeoning
Hit Points 76 (8d8 + 40) damage plus 9 (2d8) cold damage.
Speed 30 ft., swim 30 ft. Ice Shard. Ranged Spell Attack: +8 to hit, range 60
ft., one target. Hit: 22 (4d10) cold damage.
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 21 (+5) 12 (+1) 10 (+0) 14 (+2)

Damage Vulnerabilities fire


Damage Immunities cold, poison Legion Cryomancer
Condition Immunities exhaustion, petrified, Medium elemental, any alignment
poisoned
Senses darkvision 60 ft., passive Perception 10 Armor Class 16 (shield)
Languages Primordial Hit Points 105 (10d8 + 60)
Challenge 5 (1,800 XP) Speed 30 ft., swim 30 ft.

Elemental Weapons. The legionnaire's weapon


attacks are magical. When the legionnaire hits with STR DEX CON INT WIS CHA
any weapon, the weapon deals an extra 2d8 cold 22 (+6) 18 (+4) 23 (+6) 12 (+1) 10 (+0) 22 (+6)
damage (included in the attack).
Frozen Rebuke. A creature hit by the legionnaire's Skills Arcana +3
opportunity attack has its speed reduced to 0 until Damage Immunities cold, poison
the start of its next turn. Condition Immunities exhaustion, petrified,
poisoned
Ice Walk. The cryomancer can move across difficult Senses darkvision 60 ft., passive Perception 10
terrain created by ice or snow without spending Languages Primordial
extra movement. Challenge 6 (2,300 XP)

Aura of Ice. The ground in a 10-foot radius around


the cryomancer is icy and difficult terrain. Water in
this radius freezes solid enough for Large or smaller
creatures to walk on. The radius moves with the
cryomancer.
Ice Walk. The cryomancer can move across difficult
terrain created by ice or snow without spending
extra movement.
Innate Spellcasting. The cryomancer's innate
spellcasting ability is Charisma (spell save DC 17,
+9 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
At will: shape water
1/day each: fog cloud, sleet storm, wall of ice

Actions
Staff of Frost. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 13 (2d6 + 6) cold
damage, and the target has disadvantage on its next
attack roll before the start of the cryomancer's next
turn.
Freeze. Each creature in a 15-foot cone must make
a DC 17 Constitution saving throw, taking 11 (3d6)
cold damage on a failed save, or half as much
damage on a successful one. A creature that fails its
save against this effect has its speed halved until
the start of the cryomancer's next turn.
Legion Electromancer
Medium elemental, any alignment

Armor Class 16
Hit Points 105 (10d8 + 60)
Storm Legionnaire Speed 30 ft., fly 60 ft.
Medium elemental, any alignment
STR DEX CON INT WIS CHA
Armor Class 18 (scale, shield)
Hit Points 76 (8d8 + 40) 18 (+4) 22 (+6) 23 (+6) 10 (+0) 12 (+1) 22 (+6)
Speed 30 ft., fly 30 ft.
Skills Arcana +3
Damage Resistances thunder
STR DEX CON INT WIS CHA
Damage Immunities lightning, poison
18 (+4) 22 (+6) 21 (+5) 10 (+0) 12 (+1) 14 (+2) Condition Immunities exhaustion, petrified,
poisoned
Damage Immunities lightning, poison Senses darkvision 60 ft., passive Perception 11
Condition Immunities exhaustion, petrified, Languages Primordial
poisoned Challenge 6 (2,300 XP)
Senses darkvision 60 ft., passive Perception 11
Languages Primordial Innate Spellcasting. The electromancer's innate
Challenge 4 (1,100 XP) spellcasting ability is Charisma (spell save DC 17,
+9 to hit with spell attacks). It can innately cast the
Elemental Weapons. The legionnaire's weapon following spells, requiring no material components:
attacks are magical. When the legionnaire hits with At will: gust
any weapon, the weapon deals an extra 2d8 lighting
damage (included in the attack). 1/day each: call lightning, sleet storm, storm sphere
Shocking Rebuke. A creature hit by the legionnaire's Actions
opportunity attack is incapacitated until the start of
its next turn. Staff of Thunder and Lightning. Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 13
Actions (2d6 + 6) lightning damage, and the target can't
take reactions until the start of its next turn.
Spear. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 11 (1d8 + 6) piercing damage plus Storm Step. Each creature within 5 feet of the
9 (2d8) lightning damage. electromancer must make a DC 17 Dexterity saving
throw, taking 7 (2d6) lightning damage on a failed
Javelin. Ranged Weapon Attack: +8 to hit, range save, or half as much damage on a successful one.
30/120 ft., one target. Hit: 10 (1d6 + 6) piercing The electromancer then teleports up to 30 feet to
damage plus 9 (2d8) lightning damage. an unoccupied space it can see.
Water Legionnaire Legion Hydromancer
Medium elemental, any alignment Medium elemental, any alignment

Armor Class 18 (plate) Armor Class 16 (shield)


Hit Points 76 (8d8 + 40) Hit Points 105 (10d8 + 60)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 21 (+5) 10 (+0) 12 (+1) 14 (+2) 22 (+6) 18 (+4) 23 (+6) 10 (+0) 12 (+1) 22 (+6)

Damage Vunlerabilities cold Skills Arcana +3


Damage Resistances acid Damage Resistances acid, bludgeoning
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, petrified, Condition Immunities exhaustion, petrified,
poisoned poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages Primordial Languages Primordial
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)

Elemental Weapons. The legionnaire's weapon Innate Spellcasting. The hydromancer's innate
attacks are magical. When the legionnaire hits with spellcasting ability is Charisma (spell save DC 17,
any weapon, the weapon deals an extra 2d8 acid +9 to hit with spell attacks). It can innately cast the
damage (included in the attack). following spells, requiring no material components:
At will: shape water
Actions
1/day each: maelstrom, wall of water, watery sphere
Trident. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 11 (1d8 + 6) piercing damage plus
9 (2d8) acid damage.
Actions
Staff of Waves. Melee Weapon Attack: +8 to hit,
Crashing Wave. Melee Spell Attack: +8 to hit, reach reach 5 ft., one target. Hit: 13 (2d6 + 6)
5 ft., one target. Hit: 9 (2d8) bludgeoning damage bludgeoning damage, and the target cannot
and the target is knocked prone. breathe, speak, or cast spells with verbal
Harpoon. Ranged Weapon Attack: +8 to hit, range components until the end of its next turn.
20/60 ft., one target. Hit: 11 (1d8 + 6) piercing Dehydrate. Each creature in a 15 foot cone must
damage plus 9 (2d8) acid damage. make a DC 17 Constitution saving throw, taking 18
(4d8) necrotic damage on a failed saving throw or
half as much damage on a successful one.
Constructs and undead arent affected, and plants
and water elementals make this saving throw with
disadvantage.
Further Reading The change in angels nature paved the way to a change in
appearance as well. Angels became less humanoid in
Wizards R&D's Jennifer Clarke Wilkes and Dave Noonan appearance, more like impartial embodiments of immortal
discuss how 4th Edition angels and archons are different power. They are faceless, sometimes metallic or stonelike in
from any ever seen before--in both appearance and backstory: form, trailing into Astral essence. No halos herethese are
beings created by the gods for a purpose, rather than
Celestial Angels anthropomorphic images of comfort and purity. They are
When was the last time your party took on an angel? For uncaring and relentless, and their new look reinforces that
most players, the answer is probably never. Even the least aspect.
of them, the astral deva, is a very powerful opponentand, of Most deities have angel servants. Although their
course, theres that sticky problem of their being good-with-a- appearances can vary, all angels are vaguely humanoid in
capital-G creatures. D&D characters are supposed to be form, with masculine or feminine features and lower bodies
heroes, and heroes dont fight the good guys, right? that trail off into flowing energy.
Not only angels, but a variety of other good divine servants Angels exist as expressions of the Astral Sea, sentient
populated the Great Wheel of earlier editions. An urge energy in humanoid form. They most often serve the gods, so
toward symmetry produced an Outer Plane for every shade of some believe that the gods created them. In reality, angels are
alignment, and that meant planar denizens of matching powerful astral beings who appeared during the first
alignment. Thus, archons were lawful good, guardinals were moments of the creation of the Astral Sea. Different types of
neutral good, and eladrins were chaotic good. (In fact, until angels have different callings; they are literally manifestations
the 3.5 version of the Monster Manual, the word angel did of celestial vocations. Perhaps it was the needs of the gods
not appear in the game.) that caused the astral stuff to spew them forth, but it was not
Meanwhile, evil gods were served by... nobody. Sure, there a conscious act of creation. During the great war between the
were demons and devils, but they had their own agendas and gods and the primordials, angels offered themselves as
paid little attention to what the gods were up towhether warriors to the gods that best encompassed their callings,
good or evil. This left the evil gods with assorted minions and and today they continue to act as mercenary forces for
cultists, unless they made alliances with fiends. What would anyone willing to meet their pricebe it wealth, or power, or
stand against adventurers who dared Hextor or Vecna on his a cause worthy of their attention.
home turf? Evil creatures might live in Pandemonium, but Angels are more involved in the world and other planes
they had nothing to do with Erythnul. In a strange way, this than deities and exarchs. They act both openly and secretly,
arrangement meant that a demon lord such as Orcus or an often acting as emissaries, generals, and even assassins.
archdevil such as Asmodeus could muster an army of
servants and actually present a greater challenge to high-level Elemental Archons
characters than gods. Something was wrong with that We designed archons to serve a parallel function to the
picture. angels: smart, organized extraplanar monsters that work for
Reconcepting some of the iconic monsters of the D&D the movers and shakers beyond the world. In the case of the
game went hand in glove with our intent to revamp the archons, they work for the primordials. Their backstory
setting, in addition to the game mechanics, so as to maximize describes them as an important step at the dawn of time in
playability and fun. One of the goals of monster development the arms race between the deities and the primordials. When
for the new edition was to better distinguish monster groups. the primordials saw armies of angels, they developed an army
All those shades of niceness didnt do much to clearly identify of their own: elementals-turned-soldiers called archons, each
the various servants of good, nor did those creatures embody invested with the power of a specific element.
specific principles in the way that different sorts of fiends The battle between the primordials and the deities is over
often did. We decided that every god needed to have servants, at least for the time being. But the archons remain in the
and making angels those servants seemed the logical step. service of great powers that reside within the Elemental
(Demons and devils might still work with evil gods, but they Chaos: Efreeti pashas, primordial nagas, salamander lords,
do not serve them.) and not a few demon princes. Theyre also used as guardians
Removing alignment restrictions from angels also meant at larger githzerai monasteries. Most remain amid the
that they could embody new ideas. The word angel means Elemental Chaos, but over the centuries many have found
messengerwhy couldnt one bring a message of war, or their way to the world, where they roam free or are bound to
pain, or vengeance, as well as those of hope or protection? primordial cults, powerful spellcasters, liches, and other
(And, of course, snuggles.) A god of generally good alignment individuals and groups that typically bind elementals to
might still have need of an angel to bring death to enemies; service.
an evil god could require an envoy to inspire loyalty and Archons are useful because of their single-mindedness.
bravery. Now an angel can lead any deitys armies, whether of Theyre intelligent, but they have no culture or society of their
lesser angels, immortal creatures or powerful mortal own. Theyre intentionally disconnected from their roots so
champions, and can project its divine will into other realms. that every big bad evil guy can have archons in his employ
The weaker angels are heroic-tier monsters, suitable as probably acquired in some dark ritual or bargain with the
temple guardians and mortal commanders. The more sinister forces from the Abyss or wider Elemental Chaos.
powerful are effective challenges at the paragon and epic Likewise, every soon-to-be-disturbed tomb or secret fortress
tiers, standing by the side of their deities. (Along the way, can have archon guardians; they dont age and they dont
some things that were once angel-like changed their natures, mind waiting centuries for interlopers (read: the PCs) to
most notably the eladrin, who now are the lords of the come along.
Feywild.)