Huge Celestial, Typically Lawful Good
Armor Class 17 (natural armor)
Hit Points 400 (17d12 + 290)
Speed 60 ft., Fly 90 ft.
STR
23 (+6)
DEX
17 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws CON +11, WIS +10, CHA +10
Skills Insight +9, Perception +9
Damage Resistances Radiant
Condition Immunities Blinded, Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages understands Common and Celestial but can’t speak
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the archon fails a saving throw, it can choose to succeed instead.

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

Shifting Seasons. As the archon takes damage, it passes through different forms correlating to the seasons. The archon is in its spring form at full health and changes form to the next season for every 100 health it is missing from its max hit points.

  • Spring: The archon is immune to radiant damage, instead of resistant, and its attacks deal an additional 2d6 radiant damage.
  • Summer: The archon is resistant to fire damage and creatures that hit the archon with a melee attack take 2d8 fire damage.
  • Fall: The archon is resistant to necrotic damage and is affected by the spirit guardians, doing necrotic damage.
  • Winter: The archon is resistant to cold damage and its attacks deal an additional 2d6 cold damage. Creatures hit by its Radiant Lance must make a DC 18 Wisdom save or be affected by the slow spell, requiring no concentration from the archon. Additionally, ground within 15 feet of the archon is coated in ice, creating an area of difficult terrain for other creatures. Creatures who start their turn on the ice or move into it for the first time on their turn must make a DC 18 Dexterity saving throw or be knocked prone.
Actions

Multiattack. The archon makes one Hooves attack and one Radiant Lance attack.

Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 10 (3d6) radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition.

Radiant Lance. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage plus 28 (8d6) radiant damage, and the target is marked until the start of the archon’s next turn. While it is marked, the target has disadvantage on attack rolls against creatures other than the archon.

Spellcasting. The archon casts one of the following spells, using Charisma as the spellcasting ability:

1/day each: daylight, lesser restoration

Reactions

The archon can take up to three reactions per round but only one per turn.

Archon’s Pursuit. When a creature marked by the archon’s Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.

Haunting Radiance. Immediately after a creature within 120 feet of the archon forces it to make a saving throw, the archon responds with a burst of light. The creature must succeed on a DC 18 Constitution saving throw or have the blinded condition until the end of the creature’s next turn.

Parry. The archon adds 5 to its AC against one melee attack that would hit it, provided it can see the attacker.

Legendary Actions

The archon 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 regains spent legendary actions at the start of its turn.

Radiant Lance. The archon moves up to half its speed and makes one Radiant Lance attack.

Brilliant Radiance (Costs 2 Actions). The archon shines with radiant light. All creatures within 30 ft. must make a DC 18 Constitution saving throw or take 3d8 radiant damage and have the blinded until the end of the creature's next turn. A creature takes no damage and is not blinded on a successful saving throw.

Sketchapotamus

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