Page 17 - Monster Manual Expanded III Dragonix
P. 17
Tyrant Archon
Fallen throne archons are extremely rare, but they do exist. When Tyrant Archon
Zariel was still a solar and led an army into Avernus, she was Large fiend (devil), lawful evil
accompanied by a squadron of archons dedicated and loyal to her.
Almost all were slain when Zariel's forces were defeated. Those Armor Class 18 (plate mail)
who survived, including a few throne archons, succumbed to the Hit Points 172 (15d10 + 90)
corrupting influence of Asmodeus after Zariel accepted the offer Speed 40 ft., fly 90 ft.
of the Lord of Nessus. Now known as tyrant archons, these devils
STR DEX CON INT WIS CHA
serve as chief lieutenants to Zariel and other archdevils.
24 (+7) 11 (+1) 22 (+6) 14 (+2) 14 (+2) 18 (+4)
Corrupting Force. Tyrant archons can rival the power of the
mighty angels. In combat, they can strike with powerful melee
Saving Throws Con +11, Wis +7, Cha +9
attacks and unleash devastating spells in the same turn. Their
Skills Insight +7, Intimidation +9, Perception +7
dreaded corrupting gaze can turn good creatures into puppets they
Damage Resistances cold; bludgeoning, piercing, and slashing
can manipulate.
from nonmagical attacks that aren't silvered
Tyrant archons lead battalions of devils in the Blood War, and are
Damage Immunities fire, poison
always attended to by other fallen archons and lesser devils. Condition Immunities poisoned
Senses truesight 60 ft., passive Perception 17
Languages all, telepathy 60 ft.
Ravager Archon Challenge 16 (15,000 XP) Proficiency Bonus +5
Large fiend (devil), lawful evil
Devil's Sight. Magical darkness doesn’t impede the fallen archon’s
darkvision.
Armor Class 15 (breastplate)
Hit Points 105 (10d10 + 50) Improved Critical. The fallen archon's weapon attacks score a
Speed 40 ft. critical hit on a roll of 19 or 20.
Corrupting Gaze. Provided the fallen archon isn't incapacitated, if
STR DEX CON INT WIS CHA
a non-evil creature starts its turn within 30 feet of the fallen archon
24 (+7) 12 (+1) 20 (+5) 16 (+3) 12 (+1) 12 (+1)
and the two of them can see each other, the fallen archon can force
the creature to make a DC 17 Wisdom saving throw. On a failed
Saving Throws Int +7, Wis +5
save, the creature is charmed by the fallen archon until the start of
Skills Investigation +7, Perception +9
its next turn. While charmed in this way, a creature suffers the effect
Damage Resistances cold; bludgeoning, piercing, and slashing of the dominate monster spell without making a saving throw and
from nonmagical attacks that aren't silvered
treats all enemies of the fallen archon as its enemies. The fallen
Damage Immunities fire, poison archon doesn't need to concentrate on the spell.
Condition Immunities poisoned A creature that isn't surprised can avert its eyes to avoid the saving
Senses truesight 60 ft., passive Perception 19 throw at the start of its turn. If it does so, it can't see the fallen
Languages all, telepathy 60 ft. archon until the start of its next turn, when it can avert its eyes
Challenge 9 (5,000 XP) Proficiency Bonus +4
again.
If it looks at the fallen archon in the meantime, it must immediately
Devil's Sight. Magical darkness doesn’t impede the fallen archon’s make the save. If a creature's saving throw is successful, the
darkvision. creature is immune to the fallen archon's Corrupting Gaze for the
next 24 hours.
Magic Resistance. The fallen archon has advantage on saving
throws against spells and other magical effects. Magic Resistance. The fallen archon has advantage on saving
throws against spells and other magical effects.
Unerring Assay. The fallen archon can unerringly identify the
alignment of any creature it can see within 60 feet of it. Masking Actions
one's alignment, such as the use of a ring of mind shielding, will not
Multiattack. The fallen archon makes three Greatsword attacks, or
deter the fallen archon’s unerring assay.
makes one Greatsword attack and casts one spell that takes 1 action
Actions to cast.
Multiattack. The fallen archon makes one Bite attack and two Claw Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one
attacks. target. Hit: 21 (4d6 + 7) slashing damage plus 13 (3d8) necrotic
damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 18 (2d10 + 7) piercing damage. Innate Spellcasting. The fallen archon's innate spellcasting ability
is Charisma (spell save DC 17). It can innately cast the following
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
spells, requiring no material components:
Hit: 16 (2d8 + 7) slashing damage.
At will: bane, darkness, detect evil and good, invisibility (self only)
Innate Spellcasting. The fallen archon's innate spellcasting ability 3/day each: banishment, contagion, dispel magic, insect plague
is Charisma (spell save DC 13). It can innately cast the following 1/day each: destructive wave, divine word, symbol (hopelessness)
spells, requiring no material components:
Teleport. The fallen archon magically teleports, along with any
At will: bane, darkness, detect evil and good, invisibility (self only)
equipment it is wearing or carrying and any creatures it has
1/day: destructive wave
grappled, up to 60 feet to an unoccupied space it can see.
Teleport. The fallen archon magically teleports, along with any
equipment it is wearing or carrying and any creatures it has
grappled, up to 60 feet to an unoccupied space it can see.
16
Bestiary

