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Archon, Siege

Huge · Celestial · CR 13 · Lawful Good

Armor Class
18 (plate)
Hit Points and Hit Dice
187 (15d12+90)
Challenge Rating CR
13

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
14
+2
CON
22
+6
INT
10
+0
WIS
20
+5
CHA
17
+3

Overview

Category Monsters
Size Huge
Type Celestial
Alignment Lawful Good
XP 10000
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Fly 60 ft (18.3 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 20

Saving Throws

Strength +1 Constitution +1 Wisdom +1 Charisma +8

Skills

Perception +5

Languages

all, telepathy 120'

Resistances & Immunities

Damage Resistances
radiant; nonmagic B/P/S attacks
Condition Immunities
charmed, exhaustion, frightened

Traits

Celestial Weapons

Its weapon attacks are magical. When archon hits with its Trunk Maul weapon deals extra 5d8 force (included below).

False Appearance

While motionless indistinguishable from inanimate statue.

Immortal Nature

Doesn't require food drink or sleep

Magic Resistance

Advantage: spell/magic effect saves.

Siege Monster

Double damage to objects/structures.

Trampling Charge

If it moves 20'+ straight toward a creature and then hits it with trunk maul on same turn target: DC 19 Str save or be pushed up to 10 ft. and knocked prone. If target is prone archon can make one Stomp attack vs. it as a bonus action.

About Archon, Siege

Archon, Siege is a huge celestial with a Challenge Rating of 13. It has a lawful good alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 187 hit points (derived from 15d12+90).

Archon, Siege has communication capabilities including all, telepathy 120'. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Archon, Siege

2 tips available

When using Archon, Siege 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.
  • 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 Archon, Siege

2 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.
  • 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 13.

Solo Encounter:

A single character of level 17 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 18,200 XP
  • Hard: 27,300 XP
  • Deadly: 36,400 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 Archon, Siege?
Archon, Siege has a Challenge Rating of 13, making it appropriate for parties of level 13.0.
What type of creature is Archon, Siege?
Archon, Siege is a Huge Celestial, which affects how certain spells and abilities interact with it.
What languages does Archon, Siege speak?
Archon, Siege can communicate in all, telepathy 120'.

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