Page 193 - Guildmasters' Guide to Ravnica
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ARCHON OF THE

            TRIUMVIRATE
            Archons are enigmatic, supernatural embodiments of
            the harshest aspects of law and order. They espouse
            a rigid sense of justice and deal ruthless punish-
            ment to those who break the law. This nature often
            aligns them with the Azorius Senate, and they are
            commonly seen circling above the Azorius guildhall
            astride their winged felidar mounts, soaring alongside
            griffon-mounted hussars.
             An archon appears as an armored humanoid figure,
            nearly always mounted. Its face is usually shadowed
            beneath a large hood; those who have seen beneath the
            hood describe a face of celestial beauty with a stern ex-
            pression and blank white eyes.
             Eternal Riders. The bond between an archon and
            its winged felidar mount is so close that the two are
            sometimes considered a single being, acting with a
            single mind. If an archon is ever thrown from its saddle,
            it can magically return to its place astride its mount in
            an instant.
             Immortal Nature. An archon doesn't require food,
            drink, or sleep.

            ARCHON OF THE TRIUMVIRATE
            Medium celestial, lawful neutral                  Multiattack. The archon makes two Hammer of justice attacks.
                                                              Hammer ofjustice.  Melee Weapon Attack: +10 to hit, reach S
            Armor Class 18 (plate)
            Hit Points 144 (17d8 + 68)                        ft., one target. Hit: 12 (2d6 + 5)  bludgeoning damage plus 18
            Speed 30 ft.                                      (4d8) force damage. If the target is a creature, it must succeed
                                                              on a DC  18 Strength saving throw or be knocked prone.
              STR     DEX    CON     INT    WIS    CHA        Pacifying Presence.  Each creature of the archon's choice that
             20  (+S)   1  s (+2)   19 (+4)   1 s (+2)   21  (+S)   18 (+4)
                                                              the archon can see within 120 feet of it must succeed on a DC
                                                              18 Wisdom saving throw, or else the target drops any weapons
            Saving Throws Con +9, Wis +10, Cha +9
                                                              it is holding, ends its concentration on any spells or other ef·
            Skills Insight +10, Perception +10
                                                              fects, and becomes charmed by the archon for 1 minute. The
            Damage Resistances bludgeoning, piercing, and slashing from
                                                              charmed creature can repeat the saving throw at the end of
             nonmagical attacks
            Condition Immunities charmed, exhaustion, frightened   each of its turns, ending the effect on itself on a success. If a
                                                              creature's saving throw is successful or the effect ends for it,
            Senses darkvision 120 ft., passive Perception 20
            Languages all                                     the creature is immune to the archon's Pacifying Presence for
            Challenge 14 (11,500 XP)                          the next 24 hours.
                                                              LEG ENDARY ACTIONS
            Eye of the Law. As a bonus action, the arch on can target a
            creature it can see within 120 feet of it and determine which   The archon can take 3 legendary actions, choosing from the
            laws that creature has broken in the last 24 hours.   options below. Only one legendary action option can be used
                                                              at a time and only at the end of another creature's turn. The ar·
            Innate Spellcasting. The archon's innate spellcasting ability
                                                              ch on regains spent legendary actions at the start of its turn.
            is Wisdom (spell save DC 18, +10 to hit with spell attacks).
            The archon can  innately cast the following spells, requiring no   Rejoin Mount. If the archon isn't mounted, it magically tele-
            material components:                               ports to its steed and mounts it as long as the archon and its
                                                               steed are on the same plane of existence.
            At will: calm emotions, command, compelled duel   Smite (Costs 2 Actions). The archon makes a Hammer of jus·
            Mount. If the arch on isn't mounted, it can use a bonus action   tice attack, and then its mount can use its reaction to make a
                                                               melee weapon attack.
            to magically teleport onto the creature serving as its mount,
                                                              Detention (Costs 3 Actions). The archon targets a creature it
            provided the archon and its mount are on the same plane of
                                                               can  see within 60 feet of it. The target must succeed on a
            existence. When it teleports, the archon appears astride the
                                                               DC 18 Charisma saving throw or be magically teleported to a
            mount along with any equipment it is wearing or carrying.
                                                               harmless demi plane until the end of the archon's next turn,
             While mounted and not incapacitated, the archon can't be
                                                               whereupon the target reappears in the space it left or the
            surprised, and both it and its mount gain advantage on Dexter·
                                                               nearest unoccupied space if that space is occupied.
            ity saving throws. If the archon is reduced to 0 hit points while
            riding its mount, the mount is reduced to 0 hit points as well.
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