Limited Telepathy. The Archon can detect creatures with minds within 120ft, and can determine whether or not they are hostile to the Archon. The Archon can't determine creatures' locations with precision, however.
True Name. The Archon may attempt to learn the true name of a living being that the Archon is aware of within 120ft. In order to do so, it must close its eyes and meditate, becoming blind, still, and unresponsive for one minute. (It cannot use this ability in combat.)
If its meditation is completed without interruption (e.g. by being attacked), the Archon rolls an Insight check with DC equal to the target's Wisdom score: if successful, the Archon learns the target's true name, and it may use the target's true name when casting spells that target only that creature. If the named target can hear the spell being cast, it automatically fails any Int, Wis, or Cha saves made against the spell's effects.
When the Archon learns a target's true name, the target may feel some foreboding sensation (e.g. "the hairs on the back of your neck stand up," "you imagine you hear someone whispering your name," "you feel someone watching you").
The Archon can only learn one true name at a time. When it uses this ability to learn a new name, the effect is lost for any names it formerly knew. The effect lasts for 24 hours--after this period, the Archon can meditate using this ability to recall any true name it formerly knew, regardless of the location of the target.
Aura of Menace. When the Archon attacks, any hostile creature within a 30ft radius of the Archon must make a DC 16 Charisma save. On a failed save, that creature has disadvantage on attack rolls against the Archon for 24 hours or until the creature hits the Archon. On a successful save, the creature is immune to the Archon's aura for 24 hours.
Corrupt warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 11 (1d8 + 5) bludgeoning damage plus 8 (2d8) necrotic damage.
Spellcasting. The Archon is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +5 to hit with spell attacks). The Archon has following Cleric spells prepared:
Cantrips (at will): Light, Sacred Flame (60ft, Dex, 2d8 radiant); Thaumaturgy
1st level (4 slots): Bane (3 targets, 30ft, Cha, -1d4 to saves/attacks for 1 min); Command (60ft, Wis); Inflict Wounds (melee, 3d10 necrotic); Vicious Mockery (60ft, Wis, 2d4)
2nd level (3 slots): Blindness/Deafness (30ft, Con); Spiritual Weapon
3rd level (2 slots): Animate Dead (60ft); Bestow Curse (touch, Wis)
4th level (2 slots): Phantasmal Killer (Wis, Frightened, Wis, 4d10 psychic); Blight (30ft, Con, 8d8 necrotic)
Watchfulness. While meditating on a True Name, the Archon may use its Baneful Look on a creature that approaches within 10ft as a reaction, using 1 Legendary Action, without interrupting its meditation.
The Archon has 3 legendary actions per round.
Baneful Look. The Archon targets one creature it can see within 30ft. If that creature can see, it must succeed a DC16 Wisdom saving throw or become incapacitated with grief and existential angst until its next turn.
Cantrip. The Archon casts one of its cantrips.
Hammer Sweep (costs 2 actions). The Archon sweeps its warhammer in a 5-ft diameter circle centered on itself. All creatures within this circle must make a dexterity saving throw, taking 1d8+5 bludgeoning damage and being knocked prone on a failed throw, or stepping out of range on a successful one.
Description
Once a noble being that served the divine Oghma, the Archon of Grief is the only Archon that remains at the ruined temple of Oghma. Over the centuries since the temple was destroyed and defiled by the invading orcs, the other Archons have slipped away, leaving Grief alone to fall into decay and despair. Wandering in despair amid the ashes and bones, Grief has turned to evil, and a blight has fallen over the lands around.
Grief's skin, once gleaming bronze, is now tarnished greenish and black. Its hair, once a streaming mass of silver, is wispy and translucent. Its eyes, once clear and blue, are black and haunted. Its wings are tattered--it cannot fly.
Lair and Lair Actions
The Archon's lair is the ancient temple of Oghma. It was erected as a symbol of the alliance of elves and dwarves thousands of years ago, and was the shared seat of much of their lore and learning. In those days, the Archons made rare appearances, in times of great events when the guidance of Oghma was needed. The temple was destroyed when Nailo was sacked, and all the records were burned or broken. Only Grief remained at the temple, brooding on its loss for centuries and turning its despair into a poison that tainted the land around.
Lair Actions
On initiative count 20 (losing initiative ties), the Archon takes a lair action to cause one of the following effects. The Archon can’t use the same effect two rounds in a row:
- The Archon rolls a D4, and the following appear--they are friendly to the archon and will attack anything else. 1: 1 shadow. 2: 2 shadows. 3: 1 specter. 4: 2 specters.
- A cloud of thick fog forms at a spot the Archon can see, filling a circle with a 20ft radius and lasting 1 minute or until dispelled by a strong wind. The area is heavily obscured. A creature that begins its turn in the fog must make a DC16wis save or spend its turn wandering in a circle, unable to perceive anything outside the fog except for oddly muffled sounds. This effect does not affect the Archon. Creatures with truesight or blindsight make the wisdom save at advantage. If this action is used while its effect is still active, the cloud moves.
- A ghostly wailing echoes through a 300-ft radius centered on the archon. All humanoids and beasts that hear it must make a DC14wis save or be frightened for ten minutes, repeating the save at the end of each of their turns. A creature that resists or recovers from this effect is immune to it for 24 hours.
Regional Effects
The region containing the Archon’s lair is in despair, which creates one or more of the following effects:
- The sun does not shine
- Creatures moving through the area may imagine hearing wailing voices in the wind
- Creatures that spend more than 24 hours in the area gain one level of exhaustion every 24 hours (this effect cannot raise the exhaustion level above 3). Once that creature has left the area, the effect will cease after it completes a long rest.
- It's very depressing--creatures with minds get -2 to initiative rolls.
If the Archon dies, these effects fade over the course of 1d6 hours, except for the fourth, which lasts 1d6 months.
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