Warden, Guardian
Champion Large celestial (archon), lawful good
Armor Class 19 (plate armor + defensive)
Hit Points 182 (14d10 + 42; bloodied 91)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 14 (+2) | 16 (+3) | 15 (+2) | 15 (+2) | 16 (+3) |
Savings Throws Dex +6, Con +7, Wis +6, Cha +7
Skills Athletics +9, Intimidation +10, Perception +9
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 19
Languages All, telepathy 80 ft.
Challenge 9 (7,500 champion XP)
Proficiency Bonus +4
Aura of Menace. The first time an enemy of the archon comes within 40 feet of it or starts its turn in that radius, it must make a DC 15 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 2d6 radiant damage (included in the attack).
Eternal Guardian. Warden archons cannot be put to sleep by spells or magical effects and they have advantage on saving throws against being charmed.
Guardian's Resolve (Champion Trait, recharges after a short or long rest). When the archon is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.
Indomitable (1/day). The archon can re-roll a saving throw it has failed. It must use the second roll.
Sentinel. When the archon hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of its turn, and creatures within 5 feet of the archon provoke opportunity attacks even if they take the Disengage action.
ACTIONS
Multiattack. The archon makes two melee attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled by the archon or incapacitated.
Hit: 12 (2d6+5) piercing damage plus 3 (1d6) radiant damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d8+5) slashing damage plus 3 (1d6) radiant damage and if the target is Medium or smaller it must make a DC 17 Strength saving throw or be knocked prone or pushed 10 feet, the archon’s choice.
Glaive. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 16 (2d10+5) slashing damage plus 3 (1d6) radiant damage and if the target is Medium or smaller it must make a DC 17 Strength saving throw or be pushed 10 feet or knocked prone, the archon’s choice.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 400 ft., one target.
Hit: 13 (2d10+2) slashing damage plus 3 (1d6) radiant damage.
Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 18, +7 to hit with attack spells). I can innately cast the following spells requiring no components:
At will:
aid, continual flame, detect evil and good
3/day each:
protection from evil and good, cure wounds (3rd level)
1/day each:
banishment, dispel magic
REACTIONS
Protection. When a creature the archon can see attacks a target within 5 feet, 10 feet if the archon has a reach weapon, of the archon, the archon can use its reaction to impose disadvantage on the attack roll.
Sentinel Strike. When a creature within 5 feet, 10 feet if the archon has a reach weapon, of the archon makes an attack against a target other than the archon, the archon can make a melee attack against the attacking creature.
CHAMPION ACTIONS
Once the archon's champion trait is activated, on its initiative count +10 it can take on of the following actions.
Bear Hug. The archon selects a Medium or smaller creature adjacent to it. The creature must make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check or be grappled. A creature grappled this way is also restrained.
Juggernaut. The archon gains 10 temporary hit points and it can move up to half its speed. The archon looses any unspent temporary hit points at the end of its movement.
Sweeping Attack (Recharge 5-6). The archon makes a glaive attack against all targets within its reach.