# 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.