Mead Archon
Medium Celestial chaotic good
- Armor Class: 14 (leather armor)
- Hit Points: 82 (11d8+33)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: Tome of Beasts 2, page 18
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
16 (+3) |
17 (+3) |
14 (+2) |
18 (+4) |
20 (+5) |
- Saving Throws: Con +5, Wis +6, Cha +7
- Skills: athletics +7
- Damage Resistances: poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 14
- Languages: all, telepathy 60 ft.
Special Abilities
- Magic Resistance: The mead archon has advantage on saving throws against spells and other magical effects.
- Magic Weapons: The mead archon's weapon attacks are magical.
- Innate Spellcasting: The mead archon's spellcasting ability is Charisma (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components:
1/day each: aid, enhance ability, lesser restoration, protection from poison, zone of truth
Actions
- Multiattack: The mead archon makes two melee attacks. Alternatively, it can use its Radiant Bolt twice. It can use its Drunken Touch in place of one melee attack.
- Maul: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
- Radiant Bolt: Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.
- Drunken Touch: The mead archon touches a creature within 5 feet of it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way takes damage, it can repeat the saving throw, ending the condition on a success.
- Create Potion of Healing (1/Day): The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing. If the potion is not consumed within 24 hours, it reverts back to its original form.
- Divine Guzzle (Recharge 4-6): The mead archon drinks a pint of alcohol and chooses one of the following effects:
The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
The archon has advantage on attack rolls and saving throws until the end of its next turn.
* The archon regains 10 hit points.
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