Size
Hero Forge: 7 ft. (XXL)
Lore: 7 ft.
Suggested: Medium to Large
Other Monikers
Speakers
Appearance
Abilities
- Speaks words that can cause physical harm
- Righteous aura
- Angelic Weapons
- Truesight
- Flight, teleportation
- Innate Spellcasting
Word archons have bronze, faintly-illuminated skin, but their most distinctive feature are the numerous hovering pages of parchment suspended behind them, often in the pattern of a pair of wings. Each page holds a single rune.
Description
(From Dungeons and Dragons Tome of Magic - 2006):
Truename monsters are physical embodiments of Truespeech - living examples of the power of the primal words of creation. Whether the result of some natural process or the result of some terrible perversion of Truespeech, these creatures turn the power of utterances against their foes.
The mission of a word archon is to protect such noble concepts as “virtue,” “goodness,” and “charity.” Using the power of truenames, they travel far from Celestia to make sure such words inspire the good-hearted everywhere—and evildoers that face the wrath of a word archon’s voice raised against them.
Word archons believe that truename magic is the most pure and perfect form of expression. They treat it as something sacred and holy.
A word archon is about 7 feet tall and weighs from 150 to 200 pounds.
Homebrew Stat Block:
WORD ARCHON
Medium celestial, lawful good
Armor Class: 23 (holy breastplate)
Hit Points: 108 (10d8+ 60)
Speed: 30 ft., fly 80 ft.
STR 16 (+3), DEX 16 (+3), CON 18 (+4), INT 22 (+6), WIS 22 (+6),
CHA 22 (+6)
Saving Throws: WIS +9
Skills: Arcana +15, History +15, Insight +9, Intimidation +9, Religion +15, Perception +9, Persuasion +15
Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: Truesight120 ft., Passive Perception 19
Languages: All, Telepathy 120 ft.
Proficiency Bonus: +6
Challenge: 18 (20,000 XP)
Angelic Weapons. The word archon's weapon attacks are magical. When the warden archon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Aura of Menace. The word archon can activate or deactivate this feature as a bonus action. While active, each hostile creature within 30 feet of the archon must succeed on a DC 20 wisdom 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 word archon's Aura of Menace for the next 24 hours.
Divine Awareness. The word archon knows if it hears a lie.
Innate Spellcasting. The word archon's spellcasting ability is Wisdom (spell save DC 20). The word archon can innately cast the following spells, requiring only verbal components:
At will: aid, calm emotions, charm person, command, dispel magic, dissonant whispers, enthrall, friends, healing word, hold person, protection from evil and good, silence, silvery barbs, speak with animals, speak with dead, suggestion, vicious mockery.
3/day each: banishment, dispel evil and good, geas, hold monster, legend lore, mass healing word, motivational speech, wind wall
1/day each: dominate monster, divine word, mass suggestion, power word kill, power word pain, power word stun
Magic Resistance. The lantern archon has advantage on saving throws against spells and other magical effects.
Words of Power. The word archon uses their wisdom modifier for weapon attacks and damage rolls, and its AC includes its wisdom bonus.
ACTIONS:
Multiattack. The word archon uses its shockwave utterance, then two melee weapon attacks with its holy warhammer.
Holy Warhammer. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 4) slashing damage if used with two hands, plus 18 (4d8) radiant damage.
Shockwave Utterance. The word archon barks an ancient declaration of war that blasts the battlefield. All creatures within a 30 feet of the archon must make a DC 20 constitution saving throw or fall prone. The utterance disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames to dance wildly and has a 50 percent chance to extinguish them.
Sources
- Dungeons & Dragons Tome of Magic (2006)