Medium Celestial, Lawful Good
Armor Class 17 (natural armor)
Hit Points 113 (15d8 + 45)
Speed 60 ft., Climb 90 ft.
STR
20 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
13 (+1)
WIS
18 (+4)
CHA
17 (+3)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Radiant, Thunder
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 14
Languages All
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The archon's spellcasting ability is Wisdom (spell save DC 16+8 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:

At will: calm emotions, command, compelled duel, detect evil and good, guiding bolt, spare the dying

1/day each: banishment, blade barrier, crusader's mantle, daylight, lesser restoration, protection from evil and good, scrying (as an action), spirit guardians

3/day each: aid, continual flame

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.

Radiant Rebirth (1/day). If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with a burst of radiance. Each creature of the archon's choice within 30 feet of it must succeed on a DC 16 Constitution saving throw, or take 13 (3d8) radiant damage and be blinded until the start of the archon's turn.

Actions

Multiattack. The archon makes two attacks with its radiant spear.

Radiant Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) radiant damage.

Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.

KardurDoomscourge

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