Large celestial, lawful good
Armor Class 20 (natural armor)
Hit Points 253 (22d10 + 110)
Speed 40 ft., fly 120 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 24 (+7) | 18 (+4) | 20 (+5) | 20 (+5) | 22 (+6) | 20 (+5) |
Saving Throws Str +13, Con +11, Wis +12, Cha +11
Skills Insight +18 (advantage), Perception +18, Persuasion +17, Religion +11
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 28
Languages all languages, telepathy 120 ft.
Challenge 22 (41,000 XP) Proficiency Bonus +7
Traits (Both Forms)
Aura of Law. Lawful good creatures within 60 feet of the archon have advantage on saving throws, and their weapon attacks count as magical. Chaotic creatures that start their turn within 60 feet must succeed on a DC 19 Wisdom saving throw or have disadvantage on attack rolls until the start of their next turn.
Detect Chaos. The archon automatically detects the alignment of every creature within 60 feet. It knows whether a creature is lying to it and cannot be deceived by mundane or magical means short of a 9th-level spell.
Divine Awareness. The archon cannot be surprised and has advantage on initiative rolls.
Innate Spellcasting. Spellcasting ability is Wisdom (spell save DC 20, +12 to hit). At will: detect evil and good, detect magic, dispel evil and good. 3/day each: cure wounds (5th level), flame strike, remove curse. 1/day each: blade barrier, commune, greater restoration, quest.
Legendary Resistance (3/Day). If the archon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Spells of 4th level or lower that target the archon fail automatically unless the archon is a willing target.
Teleport. As a bonus action, the archon teleports, along with any equipment it is wearing or carrying, to any location it has previously visited on any plane. It may take one willing creature with it.
— Male Archon —
Eagle body, human head, arms, and torso. Wields enchanted weapons.
Actions
Multiattack. The male archon makes two attacks with its divine spear. If the Sword of Flame is active, it makes one additional Sword of Flame attack.
Divine Spear. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 9 (2d8) radiant damage. Chaotic creatures must succeed on a DC 19 Constitution saving throw or have their speed halved until the end of their next turn.
Sword of Flame (1/Day). The archon conjures a blade of divine fire as a bonus action, lasting 1 minute. While active, the archon makes one additional melee attack per turn: +13 to hit, reach 5 ft., Hit: 18 (4d8) fire damage. This damage bypasses resistance and immunity on chaotic creatures.
Bolt of Purity (1/Day). The archon unleashes a 5-foot-wide, 180-foot-long bolt of divine radiance. Every creature in the line is affected — no saving throw. Each creature’s alignment becomes lawful for 2d6 x 10 minutes. During this time, affected creatures find violence abhorrent and will not initiate attacks. They retain all faculties and memories but cannot bring themselves to cause harm willingly. This bolt deals no damage.
— Female Archon —
Eagle body with dragonlike necks; two bull heads and one beautiful human female head. The human head speaks and casts spells while the bull heads attack independently.
Actions
Multiattack. The female archon makes two attacks using her bull heads — each independently choosing to gore or breathe fire. She may replace one attack with a Sword of Flame strike if active. The human head may cast a spell on the same turn without using an action (once per turn).
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) piercing damage. The target must succeed on a DC 21 Strength saving throw or be knocked prone and grappled (escape DC 21). A grappled creature takes 11 (2d10) piercing damage at the start of each of the archon’s turns.
Fire Breath. The bull head exhales fire in a 30-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one. Both bull heads may breathe simultaneously, covering two separate cones.
Sword of Flame (1/Day) / Bolt of Purity (1/Day). As the male archon versions above. Both abilities are available to both forms.
Legendary Actions
The archon can take 3 legendary actions, choosing from the options below. Only one at a time, only at the end of another creature’s turn. Spent legendary actions are regained at the start of its turn.
Assess. The archon makes a Wisdom (Insight) check against every creature it can see, learning whether each is lying, the surface of each creature’s intentions, and the alignment of any creature whose alignment it did not already know.
Divine Strike (Costs 2 Actions). The archon makes one weapon attack or uses Fire Breath.
Compelling Word (Costs 2 Actions). One creature within 60 feet must succeed on a DC 19 Wisdom saving throw or be charmed by the archon until the end of its next turn. While charmed, the creature regards the archon as a trusted authority and will not take hostile action against any creature the archon designates as an ally. Chaotic creatures have disadvantage on this saving throw.
Divine Carrying
The archon can carry up to two Medium or smaller creatures while flying at full speed. A creature carried by an archon may not be targeted without the attacker also risking a DC 15 Dexterity saving throw to avoid striking the archon instead. The archon may carry a worthy creature to safety as a legendary action at no cost, provided the creature is willing.
