Page 14 - Monster Manual Expanded III Dragonix
P. 14
Harbinger Archon
Harbinger Archon Fallen trumpet archons are called harbinger archons. They
Medium fiend (devil), lawful evil continue to fulfill the role of heralds and messengers, serving their
new archdevil masters. When they blow their buisines, it is often
Armor Class 17 (natural armor) a notification for war or the impending arrival of the armies of the
Hit Points 133 (14d8 + 70) Nine Hells. Harbinger archons take every opportunity to lie, kill,
Speed 30 ft., fly 90 ft. and manipulate in order to further their master's interests, as well
as their own.
STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 20 (+5) 16 (+3) 18 (+4) 16 (+3)
Hell Hound Archon
Saving Throws Wis +9, Cha +8
Skills Performance +8, Persuasion +8 Medium fiend (devil), lawful evil
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered Armor Class 14 (natural armor)
Damage Immunities fire, poison Hit Points 51 (6d8 + 24)
Condition Immunities poisoned Speed 40 ft.
Senses darkvision 60 ft., passive Perception 14
Languages all, telepathy 60 ft. STR DEX CON INT WIS CHA
Challenge 13 (10,000 XP) Proficiency Bonus +5 18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 12 (+1)
Devil's Sight. Magical darkness doesn’t impede the fallen archon’s Skills Perception +3, Stealth +4
darkvision. Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered
Magic Resistance. The fallen archon has advantage on saving
Damage Immunities fire, poison
throws against spells and other magical effects.
Condition Immunities poisoned
Actions Senses darkvision 60 ft., passive Perception 13
Languages all, telepathy 60 ft.
Multiattack. The fallen archon makes three Maul attacks, or makes Challenge 4 (1,100 XP) Proficiency Bonus +2
one Maul attack and casts one spell that takes 1 action to cast.
Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: Devil's Sight. Magical darkness doesn’t impede the fallen archon’s
12 (2d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage. darkvision.
Innate Spellcasting. The fallen archon's innate spellcasting ability Keen Smell. The fallen archon has advantage on Wisdom
is Charisma (spell save DC 16, +8 to hit with spell attacks). It can (Perception) checks that rely on smell.
innately cast the following spells, requiring no material components:
Magic Resistance. The fallen archon has advantage on saving
At will: bane, darkness, detect evil and good, invisibility (self only) throws against spells and other magical effects.
3/day each: animate dead, banishment, bestow curse, contagion
1/day each: blade barrier, divine word, harm Actions
Teleport. The fallen archon magically teleports, along with any Multiattack. The fallen archon makes two attacks: one with its Bite
equipment it is wearing or carrying and any creatures it has and one with its Greatsword.
grappled, up to 60 feet to an unoccupied space it can see. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Harbinger's Hymn (Recharge 5-6). The fallen archon plays its Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) fire damage.
buisine to create a sound of utter horror and terrifying beauty.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Each nonfiend creature within 120 feet that can hear the fallen Hit: 11 (2d6 + 4) slashing damage.
archon must succeed on a DC 16 Wisdom saving throw or become
frightened for 1 minute. A creature frightened in this way is Teleport. The fallen archon magically teleports, along with any
paralyzed. A creature can repeat the saving throw at the end of each equipment it is wearing or carrying and any creatures it has
of its turns, ending the effect on itself on a success. If a creature's grappled, up to 60 feet to an unoccupied space it can see.
saving throw is successful or the effect ends for it, the creature is Innate Spellcasting. The fallen archon's innate spellcasting ability
immune to the fallen archon's Harbinger's Hymn for the next 24 is Charisma (spell save DC 11). It can innately cast the following
hours. spells, requiring no material components:
Buisine Blast (1/Day). The fallen archon blows its buisine to emit At will: bane, darkness, detect evil and good, invisibility (self only)
a thunderous blast in a 60-foot cone that is audible 600 feet away.
Fire Breath (Recharge 5–6). The fallen archon exhales fire in a 15-
Each creature in the cone must make a DC 16 Constitution saving
foot cone. Each creature in that area must make a DC 14 Dexterity
throw. On a failed save, a creature takes 54 (12d8) thunder damage
saving throw, taking 21 (6d6) fire damage on a failed save, or half as
and is deafened for 1 minute. If a target's saving throw fails by 5
much damage on a successful one.
or more, the creature is also stunned until the end of its next turn.
On a successful save, a creature takes half as much damage and Change Shape. The fallen archon can use its action to polymorph
isn’t deafened. Creatures and objects made of glass or crystal have into a humanoid or hell hound that has a challenge rating equal to
disadvantage on the saving throw and take 108 (24d8) thunder or less than its own, or back into its true form. It reverts to its true
damage instead of 54 (12d8). form if it dies. Any equipment it is wearing or carrying is absorbed
or borne by the new form (the fallen archon’s choice).
In a new form, the fallen archon retains its game statistics and
ability to speak, but its AC, movement modes, Strength, Dexterity,
and special senses are replaced by those of the new form, and it
gains any statistics and capabilities (except class features, legendary
actions, and lair actions) that the new form has but that it lacks.
13
Bestiary

