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<title>Mead Archon</title>
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<h1>Mead Archon</h1>
<p><em>Medium</em> <em>Celestial</em> <em>chaotic good</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (leather armor)</li>
<li><strong>Hit Points:</strong> 82 (11d8+33)</li>
<li><strong>Speed:</strong> walk 30 ft. fly 60 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 18</li>
</ul>
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<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tr>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>20 (+5)</td>
</tr>
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</table>
<ul>
<li><strong>Saving Throws</strong>: Con +5, Wis +6, Cha +7</li>
<li><strong>Skills:</strong> athletics +7</li>
<li><strong>Damage Resistances:</strong> poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> all, telepathy 60 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Magic Resistance:</strong> The mead archon has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The mead archon's weapon attacks are magical.</li>
<li><strong>Innate Spellcasting:</strong> 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</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> 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.</li>
<li><strong>Maul:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.</li>
<li><strong>Radiant Bolt:</strong> Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.</li>
<li><strong>Drunken Touch:</strong> 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.</li>
<li><strong>Create Potion of Healing (1/Day):</strong> 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.</li>
<li><strong>Divine Guzzle (Recharge 4-6):</strong> The mead archon drinks a pint of alcohol and chooses one of the following effects: <br><em> 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. <br></em> The archon has advantage on attack rolls and saving throws until the end of its next turn. <br>* The archon regains 10 hit points.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/mead-archon.md">Markdown Format</a></p>
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