Thermal Assimilation. When Archon Hex takes fire damage or damage from a creature wearing heavy armor, it gains advantage on its next attack or saving throw before the end of its turn.
Inverse Discipline. A creature that starts its turn within 5 feet of Archon Hex and has not moved since the end of its last turn has a disadvantage on its first attack roll that turn.
Magic Resistance. Archon Hex has advantage on saving throws against spells and other magical effects.
Spellcasting. Archon Hex is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Archon Hex has following Wizard spells prepared:
Cantrips (at will): Mind Sliver, Thaumaturgy
1st level (2 slots): Command, Bane
2nd level (2 slots): Hold Person
Multiattack. Archon Hex makes two Inverse Chain Attacks.
Inverse Chain Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) psychic damage.
Archon Hex targets one creature it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or immediately use its reaction to move up to half its speed in a direction chosen by Archon Hex. This movement does not provoke opportunity attacks.
Calculated Reprisal. EnterWhen a creature within 5 feet of Archon Hex hits it with a melee attack, Archon Hex imposes disadvantage on the attacker's next attack before the end of its turn.
Description
Archon Hex is a humanoid construct forged from solar-forge alloy and logic cores, its frame etched with glowing command sigils. Heat does not damage it — it informs it. Every movement, every strike, is measured, inverted, and returned with calculated precision.
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