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.
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.
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