Sources
CR
Type
Size
Alignment
Movement

Archon of Boundaries

Huge Celestial, Lawful Good

Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 60 ft., fly 90 ft.
STR
23
+6
DEX
17
+3
CON
20
+5
INT
14
+2
WIS
18
+4
CHA
18
+4
Saving Throws CON +10, WIS +9
Skills Insight +9, Perception +9
Damage Resistances radiant
Condition Immunities Exhaustion
Senses darkvision 120 ft., passive Perception 19
Languages understands Common and Celestial but can't speak
Challenge 15 (13,000 XP)

Traits

Legendary Resistance (3/Day). If the archon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.

Spellcasting

Spellcasting. The archon casts one of the following spells, using Charisma as the spellcasting ability:

1/day each: daylight, lesser restoration

Actions

Multiattack. The archon makes one Hooves attack and one Radiant Lance attack.

Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:20 (4d6 + 6) bludgeoning damage plus 10 (3d6) radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition.

Radiant Lance. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:12 (1d12 + 6) piercing damage plus 28 (8d6) radiant damage, and the target is marked until the start of the archon's next turn. While it is marked, the target has disadvantage on attack rolls against creatures other than the archon.

Reactions

Archon's Pursuit. When a creature marked by the archon's Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.

Haunting Radiance. Immediately after a creature within 120 feet of the archon forces it to make a saving throw, the archon responds with a burst of light. The creature must succeed on a DC 17 Constitution saving throw or have the blinded condition until the end of the creature's next turn.

Parry. The archon adds 5 to its AC against one melee attack that would hit it, provided it can see the attacker.

Lore

The archons of Eldraine are enigmatic beings who fly over the perimeter where the realm meets the wilds, marking the boundary between safety (for the people of the realm) and danger. The sight of an archon overhead is a clear signal that one is entering the wilds.