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5ead/monsters/md/tome_of_beasts_2/mead-archon.md
2025-06-07 07:58:30 -05:00

2.5 KiB

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.