Battle Frenzy. After taking damage, the archon gains an extra 20 ft of walking speed for 4 turns. This doest not stack, but the timer can be reset by taking further damage.
Levitation. The archon is unaffected by difficult terrain, and can temporarily hover up to 20 ft off the ground (effectively jumping). The archon also cannot benefit from cover.
Archon Staff Beam. Ranged Weapon Attack: +7 to hit, range 60/90 ft., one target. Hit: 16 (3d6 + 5) radiant damage.
Archon Staff Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage and 9 (2d8) radiant damage.
Blazing Pinions (Recharge 4-6). The archon fires several missiles into the air above a point within range (40 ft), and rises up 40 ft from the ground. At the start of its following turn the missiles fall (if the archon is dead they still fall on its initiative count), causing all creatures within 15 ft of the target point to make a DC 16 Dexterity saving throw, taking 12 (2d6 + 5) fire damage or half as much on a success. Objects in the area take maximum damage. The archon then drops down to the target point, and can still take actions as normal during this turn.
Description
The archon is a beautiful and deadly alien unit. Archons can fight at near and long ranges and can bombard the battlefield with their blazing pinions ability. When damaged the archon will work itself up into a frenzy and become stronger.
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