Archon of Boundaries
Monstrous Compendium Vol. 4 - Eldraine Creatures
- Tamaño
- Enorme
- Tipo
- celestial
- Alineamiento
- legal bueno
- CA
- 17 (natural armor)
- Puntos de golpe
- 195 (17d12+85)
- Velocidad
- walk 60 ft., fly 90 ft.
- Salvaciones
- Con +10, Wis +9
- Habilidades
- Insight +9, Perception +9
- Resistencias
- Radiant
- Inmunidad a estados
- Exhaustion
- Sentidos
- darkvision 120 ft.
- Percepción pasiva
- 19
- Idiomas
- understands Common and Celestial but can't speak
- Desafío
- 15
Rasgos
Proficiency Bonus
+5
Legendary Resistance (3/Day)
If the archon fails a saving throw, it can choose to succeed instead.
recharge
3/DAY
Magic Resistance
The archon has advantage on saving throws against spells and other magical effects.
Acciones
Multiattack
The archon makes one Hooves attack and one Radiant Lance attack.
Hooves
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 10 (3d6) radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition.
Radiant Lance
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage plus 28 (8d6) radiant damage, and the target is marked until the start of the archon's next turn. While it is marked, the target has disadvantage on attack rolls against creatures other than the archon.
Spellcasting
The archon casts one of the following spells, using Charisma as the spellcasting ability:
- 1/day each: daylight, lesser restoration
Reacciones
The archon can take up to three reactions per round but only one per turn.
Archon's Pursuit
When a creature marked by the archon's Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.
Haunting Radiance
Immediately after a creature within 120 feet of the archon forces it to make a saving throw, the archon responds with a burst of light. The creature must succeed on a DC 17 Constitution saving throw or have the blinded condition until the end of the creature's next turn.
Parry
The archon adds 5 to its AC against one melee attack that would hit it, provided it can see the attacker.
Conjuros
daylight, lesser restoration
Otros datos
description
The archons of Eldraine are enigmatic beings who fly over the perimeter where the realm meets the wilds, marking the boundary between safety (for the people of the realm) and danger. The sight of an archon overhead is a clear signal that one is entering the wilds. An archon appears as a hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this appearance, rider and mount are a single creature that can't be separated. Tales say that archons are ascended spirits of paladins fused with the celestial spirits of their steeds, returned from the celestial realms to watch over the boundary of the wilds and protect those who dare to cross it. Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the wilds at bay simply by driving archons deeper into the wilds. Such efforts are futile; not only are archons difficult to kill, but they don't create the boundaries, merely mark them.
"A winged dawn dispels the terror of night." — Chulane, Teller of Tales