Legendary Resistance (3/Day). If the Archon of Dawn fails a saving throw, they can choose to succeed instead.
Magic Resistance. The Archon of Dawn has advantage on saving throws against spells and other magical effects.
1st Wing, Threefold Gale: Multiattack. The Archon of Dawn makes three longsword attacks.
Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 13 (3d8) radiant damage.
2nd Wing, Divine Thunder: (Recharge 1-2); The Archon of Dawn gains a fly speed of 200 until the end of his next turn, and unleashes a swirling flash of golden lightning with their blade. The target must succeed a dc 23 dexterity saving throw or take 4d8 slashing damage and 6d8 lightning damage.
3rd Wing, Merciful Rend: (Recharge 3–4). Ranged Spell Attack: +17 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant damage, and the Archon of Dawn can choose another creature they can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.
4th Wing, Blazing Arc: (Recharge 4-6); The Archon of Dawn sheaths his blade before unleashing a blistering horizontal flash. A wave of heat produced by the friction blasts out in a 60 foot cone. Anyone within the cone must make a dc 22 dexterity saving throw or be knocked to the edge of the cone and be knocked prone, as well as taking 10d8 fire damage, half damage on a success.
5th Wing, Unbreakable Soul; Parry and Riposte. The Archon of Dawn adds 7 to their AC against one melee attack that would hit them. To do so, The Archon of Dawn must see the attacker and be wielding a melee weapon. If the attack is blocked, the Archon may make one melee attack in return to the target.
Unyielding. When the Archon of Dawn is subjected to an effect that would move them, knock them prone, or both, They can use their reaction to be neither moved nor knocked prone.
The Archon of Dawn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The archon of Dawn regains spent legendary actions at the start of their turn.
Twilight (Costs 1 Actions). The Archon of Dawn sheathes their sword and takes a firm stance, gaining resistance to all damage until the start of their next turn. Unlocks the ability to use Midnight Cataclysm for one minute.
Midnight Cataclysm (Costs 2 Actions). The Archon of Dawn crashes his foot to the ground, rupturing the earth in a 60 foot radius around them. All creatures within the radius must make a dc 25 strength save or be knocked prone. The area effected becomes difficult terrain for one minute. Unlocks use of Radiant dawn for one minute.
6th Wing, Radiant Dawn: (Cost 3 Actions). The Archon of Dawn draws their blade and unleashes a reality rending vertical slash. A radiant beam of light falls from the sky atop the Archon consuming a 60ft radius around the Archon. All creatures within the radius must make a dc 25 constitution saving throw or take 20d10 Radiant damage, half on a success. Anyone reduced to 0 hit points by this effect is killed instantly and turned into solid gold. The Archon cannot use this ability again until the next dawn.
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