Medium Humanoid (Angel), Any Non-Good Alignment
Armor Class 18 plate
Hit Points 85 (17d8 + 68)
Speed 30 ft., Fly 50 ft., Swim 50 ft.
STR
20 (+5)
DEX
19 (+4)
CON
15 (+2)
INT
15 (+2)
WIS
21 (+5)
CHA
19 (+4)
Saving Throws STR +9, DEX +8, CHA +8
Skills Arcana +6, History +6, Insight +9, Perception +9
Damage Resistances Cold, Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 11
Languages All Any one language (usually Common)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The archon can breathe air and water.

Divine Fury (Recharges after a Short or Long Rest). As a bonus action, the archon can enter a rage at the start of its turn. The rage lasts for 1 minute or until the archon is incapacitated. While raging, the giant gains the following benefits:

  • The archon has advantage on Strength checks
  • When it makes a melee weapon attack, the archon gains a +5 bonus to the damage roll.
  • The archon has resistance to bludgeoning, piercing, and slashing damage.

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

Actions

Multiattack. The archon makes three attacks, with at least one spectral tentacle attack.

Nautiloid Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) radiant damage.

Spectral Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft, one creature. Hit: 9 (1d8) bludgeoning damage and must succeed on a DC 12 Constitution saving throw or the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions until the start of the archon's next turn. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. The archon has three spectral tentacles, each of which can force a single target to make the save only once per round.

Bonus Actions

Shocking Clutch (2/day). Lightning surges from one tentacle that just hit a creature, attempting to shock it. Make a melee attack against the target. +10 to hit. The archon has advantage on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 2d8 lightning damage.

Disarming Lunge (2/day). When the archon hit a creature with a weapon attack, it can use a bonus action to attempt to disarm the target forcing it to drop one item it's holding. The target must make a Strength saving throw, DC 17 or it drops the object you choose. The object lands at its feet.

Surging Advance. When the archon attempts to hit a creature with a weapon attack, it can use a bonus action to attempt to drive the target back. If the target is large or smaller, it must make a strength saving throw, DC 17, and be either pushed 15 feet away from you or knocked prone, your choice.

 

Reactions

The archon can take 2 reactions per turn, choosing from different options listed below.

Multiattack Resistance (3/day). When being hit with a multiattack from the same creature the archon can use a reaction to add +3 to its AC for the creature's subsequent attacks.

Relentless Riposte. After being damaged the archon can move up to half its speed and make either a single nautiloid trident attack or spectral tentacle attack.

Tentacle Parry. When another creature damages the archon with a melee attack, it can use a reaction to reduce the damage by 1d8 + 4.

Mythic Actions

If the archon's mythic trait is active, she can use the options below as legendary actions for 1 hour after Thassalic rebirth.

Feel the might of the Kraken! (1/day) A barrage of spectral tentacles issue forth from the archon, striking up to five creatures it can see within 30 ft. Each target must make a Dexterity saving throw against your spell save DC (17). On a failed save, the creature takes 3d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.

 

Description

Where once angelic wings sprouted, there now streams a cascading cloak of water that flows endlessly from the drowned celestials back, a grim reminder of its oath to the mighty Kraken.

The epic accounting of the world's earliest histories recounts the battle between a group of the gods' champions and a mighty archon. Defeated, the falling archon is said to have plummeted beneath the depths. There, a juvenile Kraken saved the desperate near-dead celestial, who gratefully swore its allegiance to the underwater tyrant. As a sign of its mercy, the Kraken gave the archon storming, wave-like wings it could use to soar anew both above and below the ocean. To replace its lost spear, it was granted a trident forged from an ancient nautiloid shell that rivalled the power of the heavens. This was the first Archon of Rising Depths.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the archons takes a lair action to cause one of the following effects; they can't use the same effect two rounds in a row. Each effect is replaced by the subsequent effect the following round.

Desecrated Aboleth Monolith (Destroyable). A plated stone pillar marked with eldritch sigils issues randomly issues and effects. A hostile creature that moves within 30 ft for the first time on its turn also activates it. Roll 1d4.

    • 1 – Psychic alarm, audible to all creatures within 1 mile. One creature within 60 feet hostile to the archon rolls a DC 13 Wisdom saving throw. On a failure, it takes 2d8 psychic damage and has disadvantage on attack rolls against the archon until the end of its next turn.
    • 2 – A jet of force erupts. DC 13 Strength saving throw. Take 2d6 bludgeoning damage and they are pushed 30 feet away. On a success, they take half damage and can choose to be pushed up to 30 feet away.
    • 3 – Lightning arcs off of the pillar. DC 13 Dexterity saving throw. On a failure, you take 2d8 lightning damage, and a random creature within 10 feet of you takes 1d8 lightning damage. On a success, you take half damage 
    • 4 – The monolith mistakes you for an ally. You gain 1d12 temporary hit points.

Surging Rapids. Water in the lair surge outward in a grasping tide. Any creature within 20 feet of water must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.

Part of the Lair. The coral in a 60-foot radius of the archon grows rapidly around creatures in the lair. Each creature must succeed on a DC 14 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 5th level spell), and doesn't require concentration.

Hallowed Protection. Allied creatures of the archon within the lair gain resistance to one damage type of its choice, except for bludgeoning, piercing, or slashing.

Ink Cloud. Water within 120 feet of the archon becomes murky and opaque until initiative count 20 of the next round. A creature with darkvision can't see through the water, and light can't illuminate it.

Storm Veil. A freezing fog fills a 40-foot-radius sphere within 120 feet of the archon. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6) cold damage.

Monster Tags: Angel

RLRedKing

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