Guildmasters Guide To Ravnica

(Jeff_L) #1

ARCHON OF THE


TRIUMVIRATE
Archons are enigmatic, supernatural embodiments of
the harshest aspects of law and order. They espouse
a rigid sense of justice and deal ruthless punish-
ment to those who break the law. This nature often
aligns them with the Azorius Senate, and they are
commonly seen circling above the Azorius guildhall
astride their winged felidar mounts, soaring alongside
griffon-mounted hussars.
An archon appears as an armored humanoid figure,
nearly always mounted. Its face is usually shadowed
beneath a large hood; those who have seen beneath the
hood describe a face of celestial beauty with a stern ex-
pression and blank white eyes.
Eternal Riders. The bond between an archon and
its w inged felidar mount is so close that the two are
sometimes considered a single being, acting with a
single mind. If an archon is ever thrown from its saddle,
it can magically return to its place astride its mount in
an instant.
Immortal Nature. An archon doesn't require food,
drink, or sleep.

ARCHON OF THE TRIUMVIRATE
Medium celestial, lawful neutral

Armor Class 18 (plate)
Hit Points 144 (17d8 + 68)
Speed 30 f t.

STR
20 (+S)

DEX
1 s (+2)

CON
19 (+4)

INT

1 s (+2)

Saving Throws Con +9, Wis +10, Cha +9
Skills Insight +10, Perception +10

WIS
21 (+S)

CHA
18 (+4)

Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft. , passive Perception 20
Languages all
Challenge 14 (11,5 00 XP)

Eye of the Law. As a bonus action, the arch on can target a
creature it can see within 120 feet of it and determine which
laws that creature has broken in the last 24 hours.

Innate Spellcasting. The archon's innate spellcasting ability
is Wisdom (spell save DC 18, +10 to hit with spell attacks).
The archon can innately cast the following spells, requiring no
material components:

At will: calm emotions, command, compelled duel
Mount. If the arch on isn't mounted, it can use a bonus action
to magically teleport onto the creature serving as its mount,
provided the archon and its mount are on the same plane of
existence. When it teleports, the archon appears astride the
mount along with any equipment it is wearing or carrying.
While mounted and not incapacitated, the archon can't be
surprised, and both it and its mount gain advantage on Dexter·
ity saving throws. If the archon is reduced to 0 hit points while
riding its mount, the mount is reduced to 0 hit points as well.

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Multiattack. The archon makes two Hammer of justice attacks.

Hammer ofjustice. Melee Weapon Attack: +10 to hit, reach S
ft., one target. Hit: 12 (2d6 + 5) bludgeoni ng damage pl us 18
(4d8) force damage. If the target is a creature, it must succeed
on a DC 18 Strength saving throw or be knocked prone.

Pacifying Presence. Each creature of the archon's choice that
the archon can see within 120 feet of it must succeed on a DC
18 Wisdom saving throw, or else the target drops any weapons
it i s holding, ends its concentration on any spells or other ef·
fects, and becomes charmed by the archon for 1 minute. The
charmed creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the archon's Pacifying Presence for
the next 24 hours.

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 ar·
ch on regains spent legendary actions at the start of its turn.
Rejoin Mount. If the archon isn't mounted, it magically tele-
ports to its steed and mounts it as long as the archon and its
steed are on the same plane of existence.
Smite (Costs 2 Actions). The archon makes a Hammer of jus·
tice attack, and then its mount can use it s reaction to make a
melee weapon attack.
Detention (Costs 3 Actions). The archon targets a creature it
can see within 60 feet of it. The target must succeed on a
DC 18 Charisma saving throw or be magically teleported to a
harmless demi plane until the end of the archon's next turn,
whereupon the ta rget reappears in the space it left or the
nearest unoccupied space if that space is occupied.

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