Lightning Archon

Beings composed of pure lightning with an excitable personality to match, lightning archons are among the fastest beings in existence. Their forms warp and twist with electrical energy, forming a vaguely humanoid shape for but an instant before returning to a chaotic, sparking mass. The true origins of a lightning archon are in the irrationality and impulsiveness of the soul. Those with great power who are quick to use it are most likely to become lightning archons, and they take little of their morality with them. Lightning archons delight in the use of their abilities and tend to attack the first things they see. They also enjoy springing ambushes and will hide for days waiting for a tempting target to pass by. Their voices are difficult to discern, sounding like screeching metal charged with electricity.


Medium elemental, chaotic evil

Armor Class 18
Hit Points 234 (36d8 + 72)
Speed 10 ft., fly 240 ft.

12 (+1) 26 (+8) 15 (+2) 18 (+4) 20 (+5) 12 (+1)

Saving Throws Dex +15, Int +11, Wis +12, Cha +8
Skills Acrobatics +22, Perception +19, Stealth +15
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities lightning, poison, thunder
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 120 ft., passive Perception 29
Languages Auran, Primordial
Challenge 21 (33,000 XP)


Arc Lightning. The archon has advantage on attacks against creatures wearing metal armor, and its attacks score a critical hit on a roll of 18–20. If the archon scores a critical hit on a creature, it may immediately use its bonus action to make an additional attack against a creature within range that it has not attacked that turn.

Clear Skies. The archon can suppress its lightning as a bonus action, turning invisible. This effect lasts until the archon attacks or takes a bonus action to end the effect.

Plasma Core. When a creature hits the archon with a melee weapon made of any quantity of metal, the creature takes 13 (2d12) lightning damage. Additionally, the archon sheds bright light within 120 feet, and dim light out to 240 feet. While invisible, the archon’s Plasma Core feature is suppressed.

Shocking Charge. The archon can enter a hostile creature’s space but cannot end its turn there. The first time it enters a creature’s space on a turn, that creature takes 19 (3d12) lightning damage and becomes energized until the start of the archon’s next turn. Energized creatures suffer additional effects from the archon’s Jolt attack.

Ultimate Evasion. If the archon succeeds on a saving throw and suffers an effect on a success, it instead suffers no effect.


Multiattack. The archon makes two Jolt attacks against two different targets.

Jolt. Ranged Weapon Attack: +15 to hit, range 120 ft., one creature. Hit: 34 (4d12 + 8) lightning damage. If the target is energized (via the Shocking Charge feature), the target cannot have resistance or be immune to damage dealt by this attack and must succeed on a DC 23 Strength saving throw or have its speed reduced to 0 until the end of its next turn.

Thunderbolt (Recharge 4–6). The archon magically teleports to a point it can see within 500 feet, emitting a blast of thunder in a 30-foot-radius sphere when it appears. Creatures of the archon’s choice within the area must succeed on a DC 23 Constitution saving throw or take 52 (8d12) thunder damage, or half as much on a success. If a creature fails the saving throw and is also energized (via the Shocking Charge feature), it is permanently deafened and knocked unconscious until the end of its next turn.


Reflect Magic. As a reaction when the archon succeeds on a saving throw against a spell or magical effect, it may target a different creature within 60 feet of it as though the original caster had targeted that creature with the spell.

Ref: TPKB1 p99