Medium Celestial (Leonin, Monk), Typically Lawful Evil
AC 17 Natural Armor    Initiative +3 (13)
HP 90 (7d8 + 7)
Speed 40 ft.
Mod Save
STR 7 −2 +5
DEX 17 +3 +14
CON 13 +1 +12
Mod Save
INT 10 +0 +7
WIS 13 +1 +10
CHA 9 −1 +6
Skills Animal Handling +9, Athletics +9, History +9, Religion +9, Survival +9
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened, Poisoned
Gear Ring of Shooting Stars, Staff of Lightning, Wand of Lightning Bolts
Senses Truesight 60 ft.; Passive Perception 11
Languages Abyssal, Celestial, Draconic, Infernal, Leonin
CR 7 (XP 2,900; PB +3)
Traits

Demigod Magic. Archil can cast the following spells, requiring no components:

At will: dancing lightslight

3/Day Each: faerie fire, lightning bolt, see invisibility, shieldMisty Step

1/Day Each: Control Weather, Gaseous Form, Telekinesis

Actions

Multiattack. Archil makes two unarmed strikes or casts a spell in combination.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage plus 12 (2d8) necrotic damage. This is a magic weapon attack.

Bonus Actions

Flurry of Blows. Archil makes 2 unarmed strikes as a bonus action.

Daunting Roar (2/ Day). Creatures of Archil's choice within 10 ft. that can hear him must succeed on a Wisdom saving throw (DC 14) or become frightened of him until the end of his next turn.

Cosmos' Blood Fist (2/ Day). Archil invokes his demigod bloodline summoning a 2nd pair of arms. When he does, each creature of Archil's choice that he can see within 10 ft. of him must succeed on a DEX saving throw (DC:15) or take 4d6 force damage. Archil can use the blood arms to make unarmed strikes with a bonus of 5 ft. to their reach.

 

Reactions

Deflect Attack. When an attack roll that includes Bludgeoning, Piercing, or Slashing damage hits Archil, he can reduce the attack’s total damage by 1d10+9.

Deflect Attack (Redirect). If Archil reduces the damage to 0 via Deflect Attacks, he can redirect some of the attack’s force. If he do, he chooses a creature he can see within 5 ft. of him if it was melee, or a creature he can see within 60 ft. that isn’t behind Total Cover if the attack was ranged. The creature must succeed on a DC 12 Dex. saving throw or take 2d8+3 damage of the same type dealt by the attack

Slow Fall. When Archil falls, he can reduce any falling damage by 30.

Previous Versions

Name Date Modified Views Adds Version Actions
5/21/2025 5:23:21 PM
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5/23/2025 3:24:54 PM
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7/9/2025 6:43:54 PM
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Monster Tags: humanoid

GoGoQ

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