Medium Celestial (Any Race), Any Good Alignment
Armor Class 17 (Angelic Nature)
Hit Points 99 (18d8 + 18)
Speed 30 ft., Fly 30 ft. (hover)
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +10, WIS +7
Skills Arcana +13, History +13
Damage Resistances Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Prone
Senses Truesight 120 ft., Passive Perception 12
Languages all languages, Telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): banishment, fire shield, stoneskin

5th level (3 slots): cone of cold, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank

9th level (1 slot): time stop

Chosen Appearance. The archon chooses how it appears to each creature that views it. It must choose its appearance from an appearance that it had at some point in its own life. The only thing that it cannot alter is the golden glowing point that marks where its killing blow landed. 

Immutable Form. The archon is immune to any spell or effect that would alter its form.

Rejuvenation. Death is meaningless to an archon. At dawn the day after the archon dies, it comes back to life with 1 hit point. At the start of each of its subsequent turns, the archon regains 10 hit points. This trait stops functioning when the archon reaches its hit point maximum.

Angelic Nature. The archon is permanently under the effects of the spells Detect Evil and Good and Protection from Evil and Good. The archon is immune to disease. Additionally, the archon does not require sleep, air, food, or drink. Its AC includes its highest mental ability modifier.

Magic Weapons. The archon's weapon attacks are magical.

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Return. The archon instantaneously teleports to one of three places: the shores of the First Heaven, its place of birth, or its place of death.

Description

An archon is the first level of petitioner in the Seven Heavens. When a good-aligned creature dies, it awakens in the shallow ocean of the First Heaven as an archon. Only after judgement of its deeds can an archon ascend to the Second Heaven.

This archon was a powerful spellcaster dedicated to the study of the arcane arts. They were most likely counsel for kings and queens. The archmage typically had one or more apprentice mages, and their abode had numerous magical wards and guardians to discourage interlopers.

Monster Tags: NPC

Habitat: Urban

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