Medium Celestial, Any Good Alignment
AC 16    Initiative +3 (13)
HP 65 (7d4 + 7)
Speed 40 ft., Swim 40 ft.
Mod Save
STR 16 +3 +7
DEX 16 +3 +7
CON 12 +1 +5
Mod Save
INT 8 −1 +3
WIS 13 +1 +5
CHA 10 +0 +4
Senses Darkvision 60 ft; Passive Perception 11
Languages None
CR 0 (XP 10; PB +2)
Traits

Magic Resistance. The Battle Archon has Advantage on saving throws against spells and other magical effects

Actions

Action Melee Attack. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: (1d8 + 6) force damage.

 

Reactions

Burst of Ingenuity (2/Day). Trigger: The Battle Archon or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Safid

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