Angel, Mead Archon

Family: Angels

Medium celestial, chaotic good

Armor Class 14 (leather armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 60 ft.

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.
Challenge 4 (1,100 XP)


  • 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:


  • 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:
    • 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.
    • The archon has advantage on attack rolls and saving throws until the end of its next turn.
    • The archon regains 10 hit points.
  • Alternate Critical (Source: Monster Crits for 5e). When the mead archon scores a critical hit, it doesn’t deal extra damage. Instead, the creature it attacked has disadvantage on Constitution saving throws for 1 minute.


Mead archons are the emissaries of deities who enjoy battle and strong drink.

Fight Hard, Party Harder. Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity’s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory.

Divine Trainers. When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses.

Immortal Nature. The mead archon doesn’t require food, drink, or sleep.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page