Page 12 - Monster Manual Expanded III Dragonix
P. 12

Trumpet Archon                                         Warden Archon

         Medium celestial, lawful good                          Large celestial, lawful good

         Armor Class 17 (natural armor)                         Armor Class 15 (breastplate)
         Hit Points 119 (14d8 + 56)                             Hit Points 95 (10d10 + 40)
         Speed 30 ft., fly 90 ft.                               Speed 40 ft.

             STR           DEX           CON           INT           WIS           CHA    STR           DEX           CON           INT           WIS           CHA
                18 (+4)       17 (+3)      18 (+4)      16 (+3)     20 (+5)       18 (+4)          22 (+6)       12 (+1)      18 (+4)      16 (+3)     14 (+2)       14 (+2)
         Saving Throws Dex +7, Wis +9, Cha +8                   Saving Throws Int +6, Wis +5
         Skills Performance +8, Persuasion +8                   Skills Investigation +6, Perception +8
         Damage Resistances lightning, poison, radiant; bludgeoning,   Damage Resistances lightning, poison, radiant; bludgeoning,
           piercing, and slashing from nonmagical attacks         piercing, and slashing from nonmagical attacks
         Condition Immunities charmed, exhaustion, frightened   Condition Immunities charmed, exhaustion, frightened
         Senses darkvision 60 ft., passive Perception 15        Senses truesight 60 ft., passive Perception 18
         Languages all, telepathy 60 ft.                        Languages all, telepathy 60 ft.
         Challenge 12 (8,400 XP)       Proficiency Bonus +4     Challenge 8 (3,900 XP)       Proficiency Bonus +3

         Aura of Menace. The archon emanates an aura of menace in a   Aura of Menace. The archon emanates an aura of menace in a
         30-foot radius. The first time any enemy creature enters the aura or   30-foot radius. The first time any enemy creature enters the aura or
         starts its turn there during a battle, the creature must succeed on a   starts its turn there during a battle, the creature must succeed on a
         DC 16 Wisdom saving throw or become frightened of the archon for   DC 13 Wisdom saving throw or become frightened of the archon for
         1 minute or until it takes any damage.                 1 minute or until it takes any damage.
         Magic Resistance. The archon has advantage on saving throws   Magic Resistance. The archon has advantage on saving throws
         against spells and other magical effects.              against spells and other magical effects.
         Actions                                                Unerring Assay. The archon can unerringly identify the alignment of
                                                                any creature it can see within 60 feet of it. Masking one's alignment,
         Multiattack. The archon makes three Maul attacks.
                                                                such as the use of a ring of mind shielding, will not deter the
         Buisine. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:   archon’s unerring assay.
         11 (2d6 + 4) bludgeoning damage plus 13 (3d8) radiant damage.
                                                                Actions
         Innate Spellcasting. The archon's innate spellcasting ability is
                                                                Multiattack. The archon makes one Bite attack and two Claw
         Charisma (spell save DC 16). It can innately cast the following
                                                                attacks.
         spells, requiring no material components:
         At will: aid (4th level), bless, continual flame, detect evil and good  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
         3/day each: banishment, magic circle, mass cure wounds,   Hit: 17 (2d10 + 6) piercing damage.
           raise dead                                           Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
         1/day each: blade barrier, heal
                                                                Hit: 15 (2d8 + 6) slashing damage.
         Teleport. The archon magically teleports, along with any equipment
                                                                Innate Spellcasting. The archon's innate spellcasting ability is
         it is wearing or carrying and any creatures it has grappled, up to 60
                                                                Charisma (spell save DC 13). It can innately cast the following
         feet to an unoccupied space it can see.
                                                                spells, requiring no material components:
         Herald's Call  (Recharge 5-6). The archon plays its buisine to create   At will: aid, continual flame, detect evil and good, detect thoughts,
         a sound of utter clarity and piercing beauty. Each non-celestial     locate creature, locate object, scrying, true strike
         creature within 120 feet that can hear the archon must succeed on   1/day: circle of power
         a DC 16 Wisdom saving throw or become charmed for 1 minute.  A
                                                                Teleport. The archon magically teleports, along with any equipment
         creature charmed in this way is paralyzed.  A creature can repeat the
                                                                it is wearing or carrying and any creatures it has grappled, up to 30
         saving throw at the end of each of its turns, ending the effect on itself   feet to an unoccupied space it can see.
         on a success. If a creature's saving throw is successful or the effect
         ends for it, the creature is immune to the archon's Herald's Call for
         the next 24 hours.
                                                               Warden Archon
         Buisine Blast (1/Day). The archon blows its buisine to emit a
         thunderous blast in a 60-foot cone that is audible 600 feet away.   Warden archons are the sentinels of Mount Celestia's gates,
         Each creature in the cone must make a DC 16 Constitution saving   portals, and penitentiaries. They are 10-foot-tall humanoids with
         throw. On a failed save, a creature takes 54 (12d8) thunder damage   ursine features and surprisingly dexterous clawed hands. While
         and is deafened for 1 minute. If a target's saving throw fails by 5   they may come across as menacing, warden archons are gentle
         or more, the creature is also stunned until the end of its next turn.   giants who are averse to combat. Nevertheless, if they need to
         On a successful save, a creature takes half as much damage and   fight, they become formidable warriors, able to rip enemies apart
         isn’t deafened. Creatures and objects made of glass or crystal have   with their sharp claws and teeth.
         disadvantage on the saving throw and take 108 (24d8) thunder     Unerring Assay. Anyone who arrives at Mount Celestia must
         damage instead of 54 (12d8).
                                                               go through a warden archon's inspection. Its ability to identify
                                                               a creature's alignment enables it to spot potential enemies
                                                               immediately. It also spends time observing other planes through
                                                               giant scrying pools, reporting its findings directly to throne
                                                               archons.

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