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.

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