Ice Archon

Elegant ice sculptures come to life, ice archons carry themselves with a noble air, lording over whatever creatures are unfortunate enough to cross their path. Their bodies glisten like diamonds, carved into the facsimile of royal regalia. Ice archons are formed by the souls of those with a heightened sense of their own importance and the will to control those they see as lesser. Most are fallen monarchs, barons, presidents, and other rulers whose lack of compassion in life bound their cold hearts into elemental shape. Ice archons are proud and will make (and keep) deals struck with those who show them respect and deference. To those who act with disrespect, they are an implacable foe. Their voices resonate with cold authority, incapable of compromise or mercy.


ICE ARCHON

Medium elemental, lawful evil

Armor Class 18 (natural armor) or 22 (with Ice Shield)
Hit Points 228 (24d8 + 120)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 16 (+3) 22 (+6) 22 (+6)

Saving Throws Str +12, Con +11, Wis +12, Cha +12
Skills Insight +18, Intimidation +18, Perception +12, Persuasion +12
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 120 ft., passive Perception 22
Languages Aquan, Primordial, and up to three other languages
Challenge 17 (18,000 XP)


TRAITS

Charge. If the archon moves at least 15 feet in a straight line toward a target and hits it with a Spear attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it suffers a crippling injury. A creature with a crippling injury can take an action or a bonus action on each of its turns, but not both. The injury lasts until the target magically regains hit points, or until a creature treats the wound by taking an action to succeed on a DC 20 Wisdom (Medicine) check.
Ice Shield. The archon is shrouded in a layer of thick ice, granting it a +4 bonus to its AC and resistance to bludgeoning, piercing, and slashing damage (included in the statistics above). If the archon takes 40 or more fire damage in a single round, the layer of ice melts and these benefits are lost. The archon regains these benefits when it finishes a short or long rest.


ACTIONS

Multiattack. The archon uses Dictate and then makes a Spear attack.
Dictate. The archon chooses one creature it can see within 120 feet that can hear it and issues a command. The target must succeed on a DC 20 Wisdom saving throw or follow the command on its next turn. The command can be one of the following options. If the target can’t follow the command, the effect ends.

  • Take a Knee. The target falls prone and cannot stand up until the start of its next turn.
  • Flee. The target takes the Dash action and moves away from the archon by the most direct means possible.
  • Betray. The target must spend its movement to move toward its nearest ally and must make a single attack against that ally.

Spear. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 33 (6d10) cold damage. The target must succeed on a DC 20 Strength saving throw or be pushed up to 20 feet away from the archon.
Yield Before Me (1/Short Rest). The archon declares its absolute authority in all matters to all creatures within 120 feet of it. All creatures that can hear and understand the archon must succeed on a DC 20 Wisdom saving throw or be compelled to submit to the archon’s authority for 1 minute. An affected creature cannot willingly make attacks or affect other creatures with hostile effects. At the end of each of its turns, an affected creature can attempt a DC 20 Wisdom saving throw, ending the effect on a success.


Ref: TPKB1 p93