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Mead Archon

Medium · Celestial · CR 4 · Chaotic Good

Armor Class
14 (leather armor)
Hit Points and Hit Dice
82 (11d8+33)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
16
+3
CON
17
+3
INT
14
+2
WIS
18
+4
CHA
20
+5

Overview

Category Monsters
Size Medium
Type Celestial
Alignment Chaotic Good
XP 1100
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Saving Throws

Constitution +5 Wisdom +6 Charisma +7

Skills

Athletics +7

Languages

all, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Resistances
poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

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

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.

Actions

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.

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.

Maul

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 bludgeoning damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

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.

Radiant Bolt

+7 to hit, range 60 ft (18.3 m). Hit: 3d6 radiant damage.

Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.

About Mead Archon

Mead Archon is a medium celestial with a Challenge Rating of 4. It has a chaotic good alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 82 hit points (derived from 11d8+33).

Mead Archon has communication capabilities including all, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mead Archon

3 tips available

When using Mead Archon in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Mead Archon

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mead Archon?
Mead Archon has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Mead Archon?
Mead Archon is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Mead Archon speak?
Mead Archon can communicate in all, telepathy 60 ft..

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