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Huge celestial, lawful good Multiattack. The archon can use its Radiant Gaze. It then makes two
attacks: one with its bite and one with its claw.
Armor Class 15 (natural armor)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit Points 168 (16d12 + 64)
Speed 50 ft. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 11 (2d6 + 4) slashing damage.
18 (+4) 17 (+3) 18 (+4) 20 (+5) 23 (+6) 18 (+4) Radiant Gaze. The archon fixes its gaze on one creature within 60
feet of it that it can see and that can see its eyes. The target must
Skills Arcana +9, History +9, Perception +10, Religion +9 make a DC 16 Constitution saving throw. On a failed save, the
Damage Resistances poison, psychic, radiant; bludgeoning, piercing,
creature takes 22 (4d10) radiant damage and is blinded until the end
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned of its next turn. On a successful save, the creature takes half as much
Senses truesight 120 ft., passive Perception 20 damage and isn't blinded.
Languages Celestial, Common, Elvish, Sylvan Radiant Roar (Recharge 6). The archon roars and its body shines with
Challenge 10 (5,900 XP) blinding light. Each creature of the archon’s choice within 60 feet of
the archon that can hear the roar and see the archon must make a
Divine Awareness. The archon knows if it hears a lie. DC 16 Constitution saving throw. On a failed save, the creature takes
Innate Spellcasting. The archon’s spellcasting ability is Charisma 33 (6d10) radiant damage and is blinded and deafened until the end
(spell save DC 16). It can innately cast the following spells, requiring of its next turn. On a successful save, the creature takes half as much
no material components: damage and isn't blinded or deafened.
At will: detect evil and good, druidcraft Reactions
3/day each: detect thoughts, dispel evil and good
1/day each: grasping vine, legend lore Precognitive Insight (3/Day). When the archon or a creature it can
see makes an attack roll, a saving throw, or an ability check, the sylvan
Pack Tactics. The archon has advantage on an attack roll against a protector can cause the roll to be made with advantage or
creature if at least one of the archon's allies is within 5 feet of the disadvantage.
creature and the ally isn't incapacitated.
Pounce. If the archon moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, that
target must succeed on a DC 16 Strength saving throw or be
knocked prone. If the target is prone, the archon can make one bite
attack against it as a bonus action.
Magic Resistance. The archon has advantage on saving throws
against spells and other magical effects.
Running Leap. With a 20-foot running start, the archon can long
jump up to 50 feet.

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