Throne Archon by Seraph777
Large celestial (archon), lawful good
Armor Class 20 (+2 plate armor)
Hit Points 247 (21d10 + 126; bloodied 123)
Speed 40 ft., fly 120 ft.
|25 (+7)||21 (+5)||22 (+6)||20 (+5)||22 (+6)||24 (+7)|
Savings Throws Con +12, Wis +12, Cha +13
Skills Insight +11, Perception +12, Persuasion +13, Religion +12
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 120 ft., truesight 60 ft., passive Perception 22
Languages All, telepathy 120 ft.
Challenge 17 (36,000 XP) Proficiency Bonus +6
Aura of Menace. The first time an enemy of the archon comes within 50 feet of it or starts its turn in that radius, it must make a DC 20 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.
Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Flyby Attack. When the archon flies at least 20 feet before attacking a target, it doesn’t provoke an opportunity when it flies out of reach of that same target.
Magic Resistance. The archon has advantage on saving throws against spells and magical effects.
Greatsword. The archon’s greatsword acts as a vorpal sword while in the archon’s possession. In addition, the archon can use a bonus action to instantly summon its sword back to its hand.
Multiattack. The archon makes two melee attacks or three light ray attacks.
Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) slashing damage plus 18 (4d8) radiant damage.
Light Ray. Ranged Spell Attack. +12 to hit, range 180 ft., one target. Hit. 14 (4d6) radiant damage.
Penitentiary Gaze. The archon targets one non-lawful good creature it can see within 120 feet of it. If the target can see the archon, the target must succeed on a DC 20 Wisdom saving throw. On a failed save the creature is consumed with remorse and is paralyzed for 1 minute. A paralyzed creature can make another saving throw at the end of each of its turns. On a success the effect ends for it and it gains one level of exhaustion.
Celestial Lightning (recharge 5-6). The archon magically creates and bolt of lightning that arcs from it to a target it can see within 120 feet of it. The bolt continues to jump to additional targets within 60 feet of each previous target. It makes three jumps or until there is no target within range. Each target must make a DC 20 Dexterity saving throw, taking 45 (8d10) lightning damage on a failure or half as much damage on a success; or it regains 45 (8d10) hit points, the archon’s choice.
Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 20, +12 to hit with attack spells). I can innately cast the following spells requiring no components:
At will: aid, continual flame, detect evil and good, dispel magic
3/day: banishment, cure wounds (6th level), greater restoration, protection from evil and good, teleport
1/day each: banishing smite, blade barrier, bless, resurrection
Teleport. The archon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Parry. The archon adds 4 to its AC against one melee or ranged attack that would hit it. To do so the archon must see the attacker and have a melee weapon or shield.
The archon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the archon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The archon regains spent legendary actions at the start of its turn.
Spellcasting. The archon casts an at will spell.
Teleport. The archon uses its Teleport action.
Light Ray (Cost 2 Actions). The archon makes a Light Ray attack.