Archons GM Binder
Archons GM Binder
Archons GM Binder
Elemental Archons
The portfolios of some deities may include the base
elements. For example, deities with dominion over
Light or Forge might create Fire Archons.
You can use the Elemental Myrmidons featured in
Princes of the Apocalypse and Mordenkainen's
Tome of Foes to represent elemental archons, with
the following changes:
Type changes to celestial, of any alignment.
Replace immunity to poison damage with
resistance to radiant damage.
Replace the condition immunities with charmed,
exhaustion, and frightened.
Replace languages with telepathy, with a range
of 120 feet.
Variant: Archon Summoning
Hound Archon As an optional rule, an archon can use its action to
Small celestial (archon, shapechanger), summon more archons. It can use this ability once
any alignment per day, with no chance of failure.
A throne archon can summon 2d4 lantern
Armor Class 13 archon swarms, 1d6 hound archons, 1d4
Hit Points 38 (7d6 + 14) warden archons, 1d2 sword archons, or one
Speed 40 ft. trumpet archon.
A trumpet archon can summon 1d6 lantern
archon swarms, 1d4 hound archons, 1d3
STR DEX CON INT WIS CHA warden archons, or one sword archon.
10 (+0) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 16 (+3) A sword archon can summon 1d4 lantern
archon swarms, 1d2 hound archons, or one
warden archon.
Skills Insight +4, Intimidate +5, Perception +4,
A warden archon can summon 1d2 lantern
Stealth +7
archon swarms, or one hound archon.
Damage Resistances radiant; bludgeoning, piercing,
A hound archon can summon one lantern
and slashing from nonmagical attacks
archon swarm.
Condition Immunities charmed, exhaustion,
frightened A summoned archon appears in an unoccupied
Senses darkvision 60 ft., passive Perception 14 space within 60 feet of its summoner, acts as an
Languages telepathy 120 ft. ally of its summoner, and can't summon other
Challenge 4 (1,100 XP) archons. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it
Angelic Weapons. The archon's weapon attacks are as an action.
magical. When the archon hits with any weapon,
the weapon deals an extra 1d8 radiant damage
(included in the attack).
Cunning Action. On each of its turns, the archon can
use a bonus action to take the Dash, Disengage, or
Hide action.
Illumination. In its true form, the archon sheds dim
light in a 30-foot radius.
Innate Spellcasting. The archon's spellcasting ability is
Charisma. The archon can innately cast detect evil
and good at will, requiring no components.
Shapechanger. The archon can use its action to
polymorph into a Small or Medium dog, wolf, or
similar beast, or back into its true form. Other than
its size, its statistics are the same in each form.
Any equipment it is wearing or carrying isn’t
transformed, and is left behind if it dies.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage plus 4
(1d8) radiant damage.
Menace. Each creature of the archon's choice that is
within 60 ft. of the archon and aware of it must
succeed on a DC 13 Charisma saving throw or
become frightened for 1 minute. A 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 Menace of
all hound archons for the next 24 hours.
Lantern Archon Swarm of Lanterns
Medium swarm of Tiny celestials (archons),
Tiny celestial (archon), any alignment any alignment
Armor Class 14 Armor Class 14
Hit Points 5 (2d4) Hit Points 36 (8d8)
Speed 0 ft., fly 40 ft. (hover) Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 10 (+0) 7 (-2) 13 (+1) 15 (+2) 1 (-5) 18 (+4) 10 (+0) 7 (-2) 13 (+1) 15 (+2)
Damage Immunities poison, radiant; bludgeoning, Skills Perception +3
piercing, and slashing from nonmagical attacks Damage Resistances bludgeoning, piercing, slashing
Condition Immunities exhaustion, grappled, Damage Immunities poison, radiant; bludgeoning,
paralyzed, poisoned, prone, restrained, piercing, and slashing from nonmagical attacks
unconscious Condition Immunities charmed, exhaustion,
Senses passive Perception 11 frightened, grappled, paralyzed, petrified,
Languages all poisoned, prone, restrained, stunned, unconscious
Challenge 1/4 (50 XP) Senses passive Perception 13
Languages all
Ephemeral. The archon can’t wear or carry anything. Challenge 2 (450 XP)
Illumination. The archon sheds bright light in a 30-
foot radius and dim light for an additional 30 feet. Aura of Radiance. The swarm sheds bright light in a
30-foot radius. Within this radius, areas of magical
Actions darkness are automatically dispelled and creatures
can't benefit from being invisible. The aura also
Light Ray. Ranged Spell Attack: +4 to hit, range 60 ft., radiates dim light for an additional 30 feet.
one target. Hit: 2 (1d4) radiant damage, and the
target has disadvantage on the next attack roll it Ephemeral. The swarm can’t wear or carry anything.
makes before the end of its next turn. Creatures that
Radiant Swarm. The swarm can occupy another
don't rely on sight don't suffer this additional effect.
creature's space and vice versa, and creatures that
Dispel Darkness. Any magical darkness within 30 feet share the swarm's space are blinded.
of the archon is dispelled. Invisible creatures within The swarm can move through any opening large
30 feet of the archon become outlined in dim, enough for a Tiny lantern archon. The swarm can't
golden light, and can't benefit from invisibility until regain hit points or gain temporary hit points.
they are no longer within 30 feet of the archon.
Actions
Light Rays. Each creature of the swarm's choice and
within 60 feet of it must make a DC 12 Dexterity
saving throw. Creatures that fail their saving throw
Lantern Archon Familiars take 10 (4d4) radiant damage, or 5 (2d4) radiant
damage if the swarm has half its hit points or fewer.
The lantern archon may be an option for the A creature that succeeds on its saving throw takes
improved familiar of a warlock with the Pact of the half as much damage.
Chain, particularly one with the Celestial patron.
Sword Archon
Large celestial (archon), any alignment
Armor Class 16 (breastplate)
Hit Points 147 (14d10 + 70)
Speed 40 ft., fly 90 ft.
Skills Insight +9, Intimidate +8, Persuasion +8
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., truesight 60 ft., passive
Perception 14
Languages telepathy 120 ft.
Challenge 10 (5,900 XP)
Angelic Weapons. The archon's weapon attacks are
magical. When the archon hits with any weapon, the
weapon deals an extra 3d8 radiant damage (included in
the attack).
Dive Attack. If the archon is flying and dives at least 30
feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 9 (2d8)
damage to the target.
Innate Spellcasting. The archon's spellcasting ability is
Charisma. The archon can innately cast detect evil and
good at will, requiring only verbal components.
Magic Resistance. The archon has advantage on saving
throws against spells and other magical effects.
Actions
Multiattack. The archon makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage plus 13
(3d8) radiant damage.
Reactions
Discorporate (3/day). When the archon reduces a
creature to 0 hit points with a melee attack, it can use
its reaction to sunder the creature's spirit from its body,
killing it instantly. The creature's spirit is imprisoned on
a plane of the archon's choice, and the creature cannot
thereafter be returned to life without permission from
the powers of that plane.
Angelic Weapons. The archon's weapon attacks are
magical. When the archon hits with any weapon, the
weapon deals an extra 4d8 radiant damage (included in
the attack).
Innate Spellcasting. The archon's spellcasting ability is
Charisma (spell save DC 20). The archon can innately
cast the following spells, requiring no material
components:
At will: command, detect evil and good, sending
3/day each: banishing smite, counterspell,
dispel evil and good, dispel magic
1/day each: blade barrier, divine word
Magic Resistance. The archon has advantage on saving
throws against spells and other magical effects.
Penitentiary Gaze. If a creature starts its turn within 30
feet of the archon and the two of them can see each
other, the archon can force the creature to make a DC
20 Charisma saving throw if the archon isn't
incapacitated. A creature that shares the archon's
alignment makes the saving throw with advantage, and a
creature with an opposing alignment to the archon on
either the good-evil axis or the law-chaos axis (or both)
makes the saving throw with disadvantage. On a failed
save, the creature gains one level of exhaustion.
A creature that isn't surprised can avert its eyes to avoid
the saving throw at the start of its turn. If it does so, it
can't see the archon until the start of its next turn, when
it can avert its eyes again. If it looks at the archon in the
meantime, it must immediately make the save.
Ritual Caster. The archon can cast any spell on the Cleric
spell list as a ritual. Spells without the Ritual tag take an
additional hour to cast, instead of 10 minutes.
Its spellcasting ability is Wisdom (save DC 21, +13 to
hit with spell attacks.)
Actions
Multiattack. The archon makes two melee attacks. It can
use Teleport once before, between, or after the attacks.
Greatsword. Melee Weapon Attack: +13 to hit, reach 10
ft., one target. Hit 28 (6d6 + 7) slashing damage plus
18 (4d8) radiant damage. If the archon scores a critical
hit, it rolls damage dice three times, instead of twice.
Teleport. The archon magically teleports, along with any
equipment it is wearing or carrying, up to 120 ft. to an
unoccupied space it can see.
Reactions
Thunderous Rebuke. A creature that hits the archon with
a melee attack takes 10 thunder damage.
Tome Archons Highest of the throne archons are tome archons, wielding even greater magical power including the ability to grant wishes. Tome archons have an Intelligence score of 24 (+7). Tome archons can innately cast cone of cold, fireball (10d6), and lightning bolt (10d6) at will. A tome archon can also ritually cast any spell from the Wizard spell list, using Intelligence as its spellcasting ability (DC 21, +13 to hit.) Throne Archon Lairs While on the home plane of its deity, a throne or tome archon can summon allie
Large celestial (archon), any alignment
WIS CHA
20 (+5) 20 (+5)
Intimidate +10, Perform +10, Religion +11
radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
charmed, exhaustion,
truesight 120 ft., passive Perception 15
The archon's weapon attacks are
magical. When the archon hits with any weapon, the
weapon deals an extra 3d8 necrotic or radiant
The archon's spellcasting ability is
Charisma (spell save DC 18). The archon can innately
cast the following spells, requiring no material
command, detect evil and good, thunderwave
destructive wave, dispel evil and good,
gentle repose
word of recall
The archon has advantage on
saving throws against spells and other magical
The archon can blow its trumpet. It then
, or makes two melee attacks.
Melee Weapon Attack:
19 (4d6 + 5) slashing damage plus 13 (3d8)
necrotic or radiant damage (the archon's choice.)
The archon's trumpet can be heard up to
one mile away. Each creature of the archon's choice
that is within 120 feet of the archon and can hear it
must succeed on a DC 18 Charisma saving throw,
or be frightened for 1 minute. A creature that fails its
saving throw by 5 or more is also paralyzed while
frightened in this way. A 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 trumpets of all trumpet
Most warden archons have somewhat bear-like features (as much as an archon can have features), but some that serve deities with dominion over Nature instead resemble owls, with wings in place of arms. Owl archons use the Druid spell list instead of the Cleric spell list for ritual casting. Owl archons can't use shields or manufactured weapons, but have a flying speed of 90 feet. Ritual Cas
Other Options
Archons in Fifth Edition: DMs are encouraged to make minor adjustments to archons
Design Philosophy that serve specific deities to fit the theme of that deity, e.g.: