Due to the armor it is wearing, it takes 1d4 damage.
5xday Magic Missile 5 1d4+1
Two Melee Attacks
Poison Greatsword Attack. Melee Weapon Attack: +8 to hit, reach 5ft., 1 target. Hit: # (3d6 + 8) [piercing] damage + Hit: # (3d6) [poison] damage .
Thunder Warhammer Attack. Melee Weapon Attack: +8 to hit, reach 5ft., 1 target. Hit: # (3d8 + 8) [bludgeoning] damage + Hit: # (2d6) [Lightning] damage. Teleports to location of Warhammer if thrown: 20ft normal: 40ft with disadvantage.
Action Surge
Second Wind (1d10 + 10)
Improved Critical (19 or 20)
Melee Teleport Reaction. Whenever a melee attack misses, Archon the Dread will teleport 30ft behind the individual attacking him.
Distance attack Teleport Reaction. Whenever a distance attack misses, Archon the Dread will teleport 5ft behind the individual attacking him.
Pure Rage(Lasts for 2 turns): For the duration of this ability, he can make 3 attacks without an action surge. Only when he gets below 10hp.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
War-torn Goliath standing 10ft tall. With armor that is black and becoming apart of his skin.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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