Legendary Resistance (3/Day). If the Archon fails a saving throw, it can choose to succeed instead.
Multiattack. The Archon makes three attacks with its sword.
Melee Attack. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 19 (2d10 + 8) [piercing damage] damage.
Judgement. The Archon fires a beam of soul magic in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 dexterity saving throw, taking 70 (14d8) necrotic damage on a failed save, or half as much damage on a successful one.
Teleportation. The Archon moves to an unoccupied space within 60ft that it can see.
Unholy Bulwark: If the Archon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use your reaction to take no damage if it succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Pristine Focus: When a creature within 5 feet of the Archon casts a spell, it can use its reaction to make a melee weapon attack against that creature.
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.
Attack. The Archon makes one attack.
Soul Shackle. The Archon binds the souls of all non-hostile creatures within 120 feet of it until the end of its next turn. Shackled creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the Archon's next turn.
Trembling Strike (Costs 2 Actions). The Archon strikes the ground with its fist, triggering an earth tremor, All other creatures on the ground within 60 feet of the Archon must succeed on DC 25 Strength saving throw or be knocked prone.
Description
A horrific creation of unholy soul magic brought into being to be a juggernaut of the Empire. Archons are a one man army and have a single minded focus on their mission and their mission alone. Only the one controlling the Archon can command it.
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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