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Published by goroiamanuci, 2023-07-10 09:05:16

Adventure Trove - Archon

Adventure Trove - Archon

Archons Artwork by Alexander Mokhov Monster TROVE


— WARDEN — Throne — TRUMPET — HOUND — LANTERN Artwork by Seraph777 (Steve Bellshaw) Monster Trove Artwork by Alexander Mokhov Monster TROVE Shared ARCHON Traits All archons share the following traits: Bound to the Seven Heavens. If the archon is killed on the plane of Celestia, it dies. If it is killed on any other plane, the archon disappears into a flash of light and is reformed on one layer of Mount Celestia as a lantern archon. Retreat (7th Level Spell, Concentration, 1/Day). When the archon is reduced to 0 hit points, it casts a Plane Shift spell and concentrates on it. If the archon breaks concentration, it dies. Otherwise, at the start of its next turn, the archon recovers 1 hit point and teleports anywhere on the planes and disappears to seek aid. ARCHON, Celestial Leaders / Strikers Original (Previous Editions of Dungeons & Dragons) Archons are celestials in service of all that is lawful and good. They inhabit and embody the Seven Heavens of Mount Celestia, an upper plane shaped by good, law and justice. Celestia is composed of seven boundless layers that coalesce to form a colossal mountain. The realm stretches from and endless sea of holy water at the bottommost layer, to the summit on the topmost layer. Each of these layers harbour at least one towering structure that ascends into the heavens. DC 5 History: Heaven-bound. Like demons and other entities tied to their respective planes, archons can’t be destroyed beyond the bounds of Celestia. When weakened outside of their domain, archons simply vanish in a flash of light, only to reappear in the Seven Heavens several hours later. DC 5 Religion: Guardians of Peace. Despite their prodigious combat prowess, most archons abhor violence and fight only when provoked. Acts of evil and lawlessness, however, easily stir their ire and trigger a wrath seen as vengeance itself. DC 10 Religion: Radiant Presence. While engaged in battle, archons emanate an aura of righteousness that is both calming and unnerving. While the specific effects of this aura may vary among each archon, its purpose remains the same: to debilitate evil beings while bolstering the forces of good. Ranks and Promotion The lawful archons adhere to a rigid hierarchy that defines their roles, appearances, and powers. To symbolize its station, each type of archon, except lanterns, bears a unique “attribute”, which is a metaphysical armour that symbolizes its rank and its progression towards the next. As archons amass virtuous and selfless deeds, their attributes transition from lead to tin, brass, bronze, silver, gold, and finally platinum. Once an archon’s attribute assumes a platinum form, it signifies its readiness, acknowledged by the divine, and grants it the choice to ascend to the next rank. While bound and given purpose by their rank, archons respect their peers and only seek to help one another on their respective journey to betterment. Those that seek to ascend at the expense of others are exiled and are called the fallen. Ranks and Forms Attributes Lantern Archon — Hound Archon Collar Warden Archon Bracers Sword Archon Belt Trumpet Archon Breastplate Throne Archon Full armour


Artwork by Seraph777 (Steve Bellshaw) Monster Trove Artwork by Seraph777 (Steve Bellshaw) Monster trove Lantern Archon CR 2 450 XP Small Celestial (Archon), Lawful Good Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities. Lightning, radiant Condition Immunities. Charmed, paralyzed, petrified Senses. Darkvision 60 ft., Passive perception 11 Languages. All Special Traits Incorporeal. The archon can’t wear or carry anything and can move through other creatures and objects as if it was difficult terrain. The archon takes 5 (1d10) force damage if it ends its turn inside an object. Holy Aura. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When an enemy creature starts its turn within the dim light of the archon, it must make a DC 12 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) radiant damage. If the creature fails the save by 5 or more, it is blinded. When an allied creature starts its turn within this same area of light, it gains 5 temporary hit points. These hit points don’t cumulate. If the archon is hit by an attack, this trait is suppressed until the start of its next turn, and the archon sheds dim light in a 30-foot radius instead. Actions Teleport (3rd Level Spell). The archon teleports up to 40 feet to an unoccupied space it can see. Reactions Inspiration (5th Level Spell, 3/Day). When a creature within 30 feet of the archon is about to make a roll, the archon may fill it with light and give it advantage. Speed. 0 ft., Fly 60 ft. STR DEX CON INT WIS CHA 1 (-5) 18 (+4) 10 (+0) 14 (+2) 14 (+2) 12 (+1) AC HP 17 35 10d6 Encounter Groups Coming soon... Lantern Archon Lantern archons are spheres of glowing light about 1-3 feet (0.3-0.9 m) in diameter. They are about as bright as a torch. DC 15 Religion: Path of Goodness. Right upon their arrival, petitioners* of Mount Celestia are sent on a journey towards true goodness. Their souls are first given the form of lantern archons, representing the first step on their transformative path. Through the accumulation of praises from their peers and selfless acts of aid, these devout ascend, change form, and are officially inducted into the hierarchy of Celestia. DC 10 History: Proto-Archons. Lantern archon are often considered “proto-archons” by scholars, as they are constrained to the first layer of Celestia, Lunia. As they roam around, they interact with plane-traveling adventurers and eagerly offer aid in the form of guidance or inspiration. * Petitioners are the souls of the dead that drifted to one of the Outer Plane. They are usually reborn on their new plane. A lantern archon can: • Empower nearby allies and hinder foes with its aura; • Teleport to stay out of range behind its allies and to move without triggering opportunity attacks; • Offer inspiration when a roll is made for advantage;


Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Artwork by Seraph777 (Steve Bellshaw) Monster trove Hound Archon CR 4 1100 XP Medium Celestial (Archon), Lawful Good Savings Throws. WIS +4, CHA +3 Skills. Perception +4 Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities. Lightning, radiant Condition Immunities. Charmed, paralyzed, petrified Senses. Darkvision 60 ft., Passive perception 12 Languages. All, telepathy 60 ft. Special Traits Righteous Aura. While in combat, the archon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Attacks made by the enemies of the archon within the area have disadvantage, while attacks made by its allies have advantage. If the archon is hit by an attack, this trait is suppressed until the start of its next turn, and the archon sheds dim light in a 20-foot radius instead. Actions Multiattack. The archon makes two melee attacks. Canine Form (Dog, fox or wolf) Action: Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature and is prone, it takes 7 (2d6) additional damage. Reaction: Attack the Powerful. When an ally of the archon misses an attack while within 20-feet of the archon, the archon may make a Greatsword attack against its target and returns to its space. True Form (Celestial archon) Action: Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength save or fall prone. Reaction: Protect the Weak. When an ally of the archon is about to be hit by an attack while within 20-feet of it, the archon may intercept the attack and be hit instead. It then returns to its space. Bonus Actions Canine Form. The archon magically polymorphs into a canine (dog, fox, wolf) or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed by the new form. In its new form, the archon retains its game statistics, except its size, as well as its ability to speak. Speed. 50 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 13 (+1) 14 (+2) 15 (+2) 13 (+1) AC HP 15 112 15d8 + 45 Hound Archon Leader / Defender Hound archons are well-built humanoid with a canine head, broad shoulders and powerful limbs. All hound archons wear a simple metal collars about their neck, symbol. This collar is not actual metal however; it is a metaphysical representation of the archon’s rank within the hierarchy of Celestia. DC 15 Religion: Soldiers of Heavens. Hound Archons are the guardians, soldiers and servants of Celestia. They serve as the first lines of defence of their divine realm and are responsible for greeting guests to their planes, as well as watching over the petitioners that were reborn into lantern archons. DC 15 History: Celestial Army. While most of its residents abhor violence, Celestia is a realm of great might and military strength, ready to protect its inhabitants with ferocity if the need arises. Scholars estimate that more than a hundred thousands archons protect Mount Celestia, and that each of them maintains a telepathic link with up to a hundred lantern archons. For this reason, if trouble came to Celestia, all the realm would know of it in short time. A hound archon can: • Empower nearby allies and hinder foes with its aura; • Take two forms, a defensive and an offensive one; • (Offensive Form) Punish prone creatures and assist its allies so that they hit their foes; • (Defensive Form) Knock enemies prone and react to intercept attacks that target its nearby allies;


Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Warden ARchon CR 7 2900 XP Large Celestial (Archon), Lawful Good Savings Throws. INT +5, WIS +6 Skills. Insight +6, Perception +6 Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities. Lightning, radiant Condition Immunities. Charmed, paralyzed, petrified Senses. Truesight 60 ft., Passive perception 12 Languages. All, telepathy 120 ft. Special Traits Righteous Aura. While in combat, the archon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Attacks made by the enemies of the archon within the area have disadvantage, while attacks made by its allies have advantage. If the archon is hit by an attack, this trait is suppressed until the start of its next turn, and the archon sheds dim light in a 20-foot radius instead. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archon makes three melee weapon attacks, one of which may be a Bite. The archon can’t use its Multiattack if it is grappling a creature. In addition, if two Claws attacks hit the same target, the creature is grappled (escape DC 16). Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Bonus Actions Bear Hug (Grappled Creature Only). The archon squeezes onto one creature it has grappled. This creature must succeed on a DC 16 Strength saving throw, taking 27 (5d8 + 5) bludgeoning damage on a failed save, or half as much on a successful one. Scry Mind (3rd Level Spell). The archon enters the mind of a creature it can see; the target must make a DC 14 Wisdom saving throw. On a failed save, the archon learns its alignment as well as its immediate thoughts. As a result, the archon has advantage on all attack rolls made against this creature until the start of its next turn. The scrying of the archon can’t be tricked by spells such as Nondetection or Misdirection. Reactions Squeezing Embrace. When a creature tries to escape the archon’s grapple, the archon may impose disadvantage on the Strength or Dexterity save. Speed. 30 ft. STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 16 (+3) 15 (+2) 16 (+3) 15 (+2) AC HP 16 135 18d8 + 54 Warden Archon Leader / Striker Warden archons are 8-10 feet (2.4-3 m) tall bear-like archons with razor-sharp claws. The metaphysical attributes of their rank are a metal collar and metal bracers, but they usually wear a golden plate as well. DC 15 Religion: Watchers of the Planes. Warden archons are the watchers of Celestia and the guardians of the gates of the heavens, the portals between each layer of the Seven Heavens. To fulfil their task, wardens use scrying magic and great scrying pools to watch over their realm and the entire multiverse, reporting their findings directly to their patron, the tome archon Sealtiel, the Defender, one of the seven member of the Celestial Hebdomad. DC 10 History: Duty-bound. Warden archons, consumed by their duties, are rarely seen beyond the borders of their domain. Cloaked in mystery, even scholars disagree in regard to the true appearance and purpose of these beings. A warden archon can: • Empower nearby allies and hinder foes with its aura; • Take two forms, a defensive and an offensive one.


Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Sword Archon CR 10 8400 XP Large Celestial (Archon), Lawful Good Savings Throws. INT +6, WIS +8 Skills. Perception +7 Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities. Lightning, radiant Condition Immunities. Charmed, paralyzed, petrified Senses. Darkvision 60 ft., Passive perception 12 Languages. All, telepathy 120 ft. Special Traits Righteous Aura. While in combat, the archon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Attacks made by the enemies of the archon within the area have disadvantage, while attacks made by its allies have advantage. If the archon is hit by an attack, this trait is suppressed until the start of its next turn, and the archon sheds dim light in a 20-foot radius instead. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Flame Swords. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) fire damage and 10 (3d6) radiant damage. If a target of evil alignment is reduced to 0 hit points, the creature dies as the archon sends its soul to imprisonment in the Seven Heavens. Teleport (3rd Level Spell). The archon teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Sanctify Weapons (4th Level Spell). The archon targets one creature it can see within a 20-foot radius and transforms all its melee weapons into blessed adamantium until the start of the archon’s next turn. Until then, the creature has advantage on all attack rolls and its melee attacks inflict radiant damage. Reactions 3 Reactions per turn The sword archon can take up to 3 reactions per turn. It can only use these reactions for its Diving Vengeance. Diving Vengeance. When a creature attacks the archon while within 60 feet of it, the archon moves up to its speed and dives swiftly towards it. This movement does not trigger opportunity attacks. If the archon reaches a space adjacent to the attacker, the archon makes a Flame Swords attack against it. If the creature missed its attack against the archon, the archon has advantage on its own attack. Speed. 30ft., Fly 60 ft. STR DEX CON INT WIS CHA 21 (+5) 17 (+3) 18 (+4) 16 (+3) 17 (+3) 17 (+3) AC HP 17 190 20d10 + 80 Sword Archon Leader / STRIKER Sword archons are winged humanoids that stand about 7-8 feet (2.1-2.4 m) tall. They have glowing eyes and the power to morph their arms into fiery blades. DC 15 Religion: Guardians of the Law. Sword archons are elite warriors that serve as guards in the militia of a throne archon, helping to maintain law and order in the various settlements of the layers of Mount Celestia. While their martial prowess is formidable, swords are still considered “swords-in-training” by higher archons, embodying the ceaseless pursuit of betterment that is shared by all archons. Note: Sword archons rarely use their Flame Swords on their turn and prefer to use their spells. This way, they always let their foes attack first, showing their honour in battle. A sword archon can: • Empower nearby allies and hinder foes with its aura; • Use spells to empower its allies; • Teleport to stay as close to its foes as it can; • Retaliate up to 3 times when attacked.


Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Trumpet Archon LEADER Trumpet archons have the appearance of beautiful winged elves. They stand at about 7-8 feet (2.1-2.4 m). They wear metaphysical breastplates that symbolize their rank. DC 15 Religion: Celestial Envoys. Trumpet archons serve as messengers of Celestia throughout the outer planes. They herald the messages of their divine masters through the blow of their silver trumpets, usually dispatched to offer guidance and counsel to devout in peril. Though entrusted with this role, they are strictly forbidden from direct intervention, and transgressions are heavily punished. In time of war, trumpets support the celestial troops of the divines with their songs. DC 20 Religion: Guiding Radiance. The most important duty of the trumpet archons is to escort the souls of mortals who were raised or resurrected to the borders of Celestia — that is, the souls of what were now lantern archons. To better fulfil their duty, trumpet archons are granted the privilege to postpone their other tasks without explicit permission. Note: The warden archon is best paired with ranged creatures to make use of its Aura of Defiance and Song of War. A warden archon can: • Protect nearby allies from ranged attack with its aura; • Teleport to control the battlefield: close to its allies to protect them (Song of War), or close to its enemies to debilitate them (Song of Crushing Might). Trumpet Archon CR 12 8400 XP Large Celestial (Archon), Lawful Good Savings Throws. INT +7, WIS +8 Skills. Perception +8 Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities. Lightning, radiant Condition Immunities. Charmed, paralyzed, petrified Senses. Truesight 60 ft., Passive perception 12 Languages. All, telepathy 120 ft. Special Traits Aura of Defiance. While in combat, the archon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Attacks made against creatures that stand within this area by creatures that aren’t themselves in the area have disadvantage. If the archon is hit by an attack, this trait is suppressed until the start of its next turn, and the archon sheds dim light in a 20-foot radius instead. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archon makes three Trumpet-sword attacks, or two Trumpet-sword attack and one song. Trumpet-sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The archon transforms its trumpet into a silver sword. 11 (2d6 + 4) bludgeoning damage and 7 (2d6) radiant damage. If the target is deafened, the attack is a critical hit on a 18, 19 or 20. Song of War (Recharge 4-6). The trumpet archon plays a martial song. All allies of the archon within a 20 feet of it are empowered for 1 minute. While empowered, a creature scores a critical hit on a natural 18, 19, or 20. Song of Crushing Might (Recharge 4-6). The trumpet archon blasts its trumpet with all its might. Each creature of the trumpet’s choice within a 20-foot radius must succeed on a DC 16 Wisdom saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turn. Creatures that are not targeted by the trumpet archon don’t hear anything coming out from the trumpet. Humming of Guidance (1/Day. The trumpet archon hums a soothing song to guide the souls of those that are lost. All good aligned creatures whose souls are on Celestia and whose bodies are within a 60-foot radius of it are brought back to life with 1 single hit point. Bonus Actions Teleport (3rd Level Spell). The archon teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Speed. 30ft., Fly 90 ft. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 18 (+4) 16 (+3) 18 (+4) 18 (+4) AC HP 16 199 21d10 + 84


Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Throne Archon CR 15 13000 XP Large Celestial (Archon), Lawful Good Savings Throws. INT +9, WIS +9 Skills. Perception +9 Damage Resistances. Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities. Lightning, radiant Condition Immunities. Charmed, paralyzed, petrified Senses. Darkvision 60 ft., Passive perception 12 Languages. All, telepathy 120 ft. Special Traits Aura of Judgement. While in combat, the archon sheds bright light in a 20-foot radius and dim light on the next 20 feet. When an enemy starts its turn within the area, it must succeed on a DC 18 Wisdom saving throw or be frightened of the archon until the end of its turn. While frightened, the creature can’t attack the archon. If the archon is hit by an attack, this trait is suppressed until the start of its next turn, and the archon sheds dim light in a 20-foot radius instead. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archon makes two Greatsword attacks, or one Greatsword attack and one of its other actions. Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6) slashing damage and 13 (3d8) radiant damage. If the target is a creature and is reduced to 0 hit points, the archon chops its head off (or another vital body part) and the creature is killed. Penitentiary Gaze. The archon stares at a creature it can see within 60 feet of it. If the target can see the archon, it must succeed on a DC 18 Wisdom saving throw or be forced to reflect on its sins for 1 minute or until it repents (up to the GM and to the target). For the duration, the target has visions of its evil deeds and all attacks made by the archon on it are critical hits. Bonus Actions Teleport (3rd Level Spell). The archon teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Legendary Actions The archon can take up to 3 legendary actions per turn. Command: Move. The archon targets one ally it can see and commands it move up to half its speed. Command: Smite Evil. The archon targets one ally it can see and commands it to make a melee weapon attack on a creature adjacent to it. Speed. 40ft., Fly 90 ft. STR DEX CON INT WIS CHA 22 (+6) 19 (+4) 19 (+4) 18 (+4) 19 (+4) 19 (+4) AC HP 19 218 23d10 + 92 Throne Archon LEADER / STRIKER Throne archons are imposing humanoids with divine beauty. They are the tallest of archons, towering between 10-12 feet (3-3.6 m). Their eyes glow and see inside the soul. DC 15 Religion: Judges of the Heavens. Thrones manage the provinces of Celestia as their rulers and judges. To fulfil their duty, throne archons use their glare to render judgment with divine insight, compelling the wicked to reflect on their sins. In the face of an unrepentant, the archon is forced to administer swift justice. Ultimately, this balance between mercy and retribution ensures that righteousness prevails. DC 10 History: Celestian Rulers. Each of the layers of Celestia are divided into 196 provinces, and a throne archon is established as head of each province. Within their domain, throne archons have the duty to resolve conflicts and judge the wicked, and always do so with wisdom and selflessness. A sword archon can: • Incapacitate its enemies with its aura; • Judge its foes to land automatic critical hits on them; • Command its allies to move or land a hit; • Teleport to stay as close to its foes as it can.


Monster TROVE Artwork by Seraph777 (Steve Bellshaw) Monster TROVE Like what you see? I post reworked monsters every week, and even sometimes new foes and some brought back from previous editions, with everything you need to play — lore, tactics, loot and more! • Barlgura CR: 2, 5, 8 • Chasme CR: 3, 4, 6 • Maw Demon CR: 1, 3, 5 • Rutterkin CR: 1/2, 2, 5, 8 • ... And much more!


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