Legendary Resistance (3/day). If Archaon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Archaon has advantage on saving throws against spells and other magical effects.
Mark of Chaos Ascendant. Archaon bears the favour of all four Chaos Gods, granting the following benefits:
- Khorne's Wrath: Archaon's melee weapon attacks score a critical hit on a roll of 18-20. Additionally, when he reduces a creature to 0 hit points, he gains temporary hit points equal to the creature's maximum hit points
- Tzeentch's Scheming: Whenever a creature makes an attack role, saving throw, or ability check within 120ft, Archaon can force them to reroll and take the second result. He can use feature an unlimited number of times per day, but only once per turn.
- Nurgle's Endurance: At the start of his turn, Archaon regains 20 hit points.
- Slaanesh's Celerity: Archaon does not provoke opportunity attacks, and he may take two reactions per round instead of one.
Frenzy of Chaos (Recharge 5-6). Archaon unleashes the fury of chaos, gaining two additional actions on his next turn.
Multiattack. Archaon makes two melee attacks with Slayer of Kings, and one attack with either Hellforged Gauntlet or Burning Brand.
Omniscient Foresight (Eye of Sheerian). Archaon cannot be surprised, and he has advantage on initiative.
Seer's Vision (Eye of Sheerian). Archaon has advantage on Wisdom (Perception) checks, and automatically detects illusions unless they are created by a god or being of similar power.
Fate's Warning (Eye of Sheerian) (Recharge 6). When an enemy withing 30ft succeeds oin an attack roll or saving throw, archaon can force them to reroll, taking the new result
Slayer of Kings. Melee weapon attack: +17 to hit, reach 10ft, one target. Hit: 6d10+10 slashing damage plus 4d10 necrotic damage. On a critical hit, the target must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Hellforged Gauntlet. Melee Weapon attack: +16 to hit, reach 5ft, one target. Hit: 4d8+7 bludgeoning damage. If the target is a creature, it must make a DC 21 strength saving throw or be thrown back 10ft and knocked prone.
The Burning Brand. Ranged Spell Attack: +14 to hit, range 60ft, one target. Hit: 5d10 fire damage. The target must make a DC 21 Constitution saving throw or be blinded for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Doomblast (Recharge 5-6). Archaon releases a wave of dark flame in a 60ft cone. Each creature in the area must make a DC 21 Dexterity saving throw, taking 5d10 fire damage and 5d10 necrotic damage on a failed save, or half as much on a success.
Perfect Anticipation (Eye of Sheerian). When a creature declares an attack against Archaon, he can use his reaction to impose disadvantage on the attack before the roll is made. He can do this three times per long rest.
Archaon can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Archaon regains spent legendary actions at the start of his turn.
Slayer’s Strike. Archaon makes a Slayer of Kings attack.
Dark Stride. Archaon moves up to his speed without provoking opportunity attacks.
Gaze of Chaos (Costs 2 Actions). Archaon targets a creature he can see within 30 feet. The target must make a DC 21 Wisdom saving throw or become paralyzed until the end of its next turn.
When reduced to 0 hit points, Archaon does not fall but instead is surrounded by a storm of raw Chaos energy. He regains 250 hit points and gains the following abilities:
Ascendant Wrath.
For 1 minute, Archaon’s Slayer of Kings deals an additional 6d10 fire and necrotic damage, and he gains resistance to all damage.
Mythic Actions
Once Archaon enters his mythic state, he can use the following actions in addition to his legendary actions:
- Final Doom (Costs 3 Actions). Archaon releases a devastating wave of Chaos energy. Each creature of his choice within 60 feet must make a DC 21 Constitution saving throw, taking 80 (12d12) force damage and being stunned for 1 round on a failure, or half as much on a success.
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