# 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](https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition) 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: <br>* 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. <br>* The archon has advantage on attack rolls and saving throws until the end of its next turn. <br>* The archon regains 10 hit points.


