Blazing Archon
Just as the Material Plane is bound by the laws of rulers and nations, so too are the upper planes bound by laws. But the laws of the celestial realms are established by the mandate of the divine beings who live there, and as far as the inhabitants of the far-flung planes are concerned, their laws are sacrosanct even on the Material Plane. And just as mortal rulers have guards and knights to enforce their laws, the upper planes have their own divine arbiters. Known as archons, these celestial's ride dive mounts formed from the power of their own souls, and they work to deliver punishment to any who would think to break the laws formed by the hands of the holy.
Divine Rank and Order Thousands of different archons exist across the Multiverse, and each has their own distinct name and personality. But just like their angelic counterparts, the ranks of the archons are divided among varying classes, with each archon in a class sharing a suite of powers and abilities. Every class of archon has their own specified role to play in the defense of the laws created by the celestial realm, and while to mortals these distinctions may seem slight, to the archons it can mean a world of difference.
Order into Chaos In the surging, tumultuous city-plane of Ravinca, the presence of divine creatures such as the archons can seem to be an oxymoron. But just as the angels serve the Boros Legion as spiritual guides and war leaders, the archons tend to serve the great law-making bureaucracy of which deals less with making laws, and more with enforcing them. While the Azorius, Boros, and Selesnya all have street patrols dedicated to keeping the peace among the rabble of Ravinca, the archons serve in a higher-order, dedicated to stopping those great forces which break the most sacred of Azorius laws. The archons are meant to handle situations ranging from powerful demons summoned by the Rakdos, to watching the machinations of the Orzhov leadership, or preventing the Gruul giants from encroaching too far.
Dedication to Peace While the majority of archons tend to work for the Azorius, not all blindly give their service to Ravinca's most prolific lawmakers. Some whole orders of archon instead choose to focus on maintaining law and order in the ways the best see fit, working with whatever guild best fits. The order of the blazing archons is one such example, as the mere presence of these celestial's is capable of causing even a rampaging Grrul barbarian to abandon their anger.
Blazing Archon
Just as the Material Plane is bound by the laws of rulers and nations, so too are the upper planes bound by laws. But the laws of the celestial realms are established by the mandate of the divine beings who live there, and as far as the inhabitants of the far-flung planes are concerned, their laws are sacrosanct even on the Material Plane. And just as mortal rulers have guards and knights to enforce their laws, the upper planes have their own divine arbiters. Known as archons, these celestial's ride dive mounts formed from the power of their own souls, and they work to deliver punishment to any who would think to break the laws formed by the hands of the holy.
Armor Class | 20 (plate armor, shield) | ||
---|---|---|---|
Hit Points | 2d610+84 | ||
Speed | 40 ft. | Fly 60 ft. | |
Strength | 20 (+5) | ||
Dexterity | 18 (+4) | ||
Constitution | 18 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 17 (+3) | ||
Charisma | 19 (+4) | ||
Saving Throws | Dexterity d20+10 | Charisma d20+10 | |
Skills | History d20+7 | Insight d20+9 | Intimidation d20+10 |
Perception[roll:d20+9 | |||
Damage Resistance | Radiant | Bludgeoning | Piercing |
Slashing from nonmagical weapons | |||
Senses | Truesight 60 ft. | Passive Perception 19 | |
Languages | Celestial | Common | |
Challenge | 18 (20000 XP) | ||
Special 1 | Archon's Mount | The archon's mount is a physical manifestation of their spirit, | which can summon or dismiss as a bonus action. |
When the archon summons their archon mount, | it immediately appears beneath them. | The archon can not be forced off of its archon mount, | and while mounted the archon has an advantage on all |
Charisma (Intimidation) checks and on Strength (Athletics) checks made to avoid being grappled. | If the archon's mount is ever more than 15 feet from them, | or if another creature attempts to mount the archon mount, | it automatically disappears and can be summoned again as normal |
Special 2 | Aura of Prevention | The archon is surrounded by a magical aura in | a 10-foot radius that dissuades others from violence. |
Whenever a hostile creature begins their turn in the aura or enters it for the first time on their turn, | they must make a DC 18 Charisma saving throw, | or be unable to take the Attack action or use reactions until the start of their next turn. | In addition, targeting a creature in this aura with a spell requires |
expending a spell slot of one level or higher | |||
Special 3 | Legendary Resistance (2/day) | When the archon fails a saving throw, | it can choose to succeed instead |
Special 4 | Magic Weapons | The archon's weapon attacks are magical | |
Action 1 | Multiattack | The archon makes three attacks with their archon's blade | and their mount makes two claw attacks |
Action 2 | Archon's Blade | Melee Weapon Attack | d20+11 to hit |
Reach 5 ft., one target | Hit 2d8+5 slashing damage | plus 2d10 fire damage | |
Action 3 | Claw | Melee Weapon Attack | d20+11 to hit |
Reach 5 ft., one target | Hit 4d6+5 slashing damage | ||
Legendary Actions | The archon can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature's turn. | The archon regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Claw | The archon's mount makes a single claw attack | |
Legendary Action 2 | Blade of Light (Costs 2 Actions) | The archon makes a single attack with its archon blade. | If this attack hits, |
it deals an additional 2d10 radiant damage |
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