Armor Class 13
Hit Points 7 (2d4 +2)
Speed 0 ft., fly 60 ft. (hover)
STR
1 (-5)
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
15 (+2)
Skills Medicine +4, Perception +4
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities lightning
Condition Immunities exhaustion, petrified
Senses darkvision 60 ft., passive Perception 14
Languages all
Challenge 1 (200 XP)
Innate Spellcasting. The archon's innate spellcasting ability is Charisma (spell save DC 12). The archon can innately cast the following spells, requiring no somatic or material components:
At will: light
3/day: detect evil and good
1/day each: continual flame (lasts 24 hours), daylight
Archon Resilience. The archon has advantage on saving throws against poison, as well as spells and other magical effects.
Illuminated. The archon perpetually sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Actions
Light Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) radiant damage and the target must succeed on a DC 12 Constitution saving throw or shed dim light in a 5-foot radius for 1 minute or until the archon's concentration ends (as if concentrating on a spell). While this light shines, the target has disadvantage on Wisdom (Perception) checks and it can't benefit from being invisible.
Luminous Jump. The archon teleports up to 60 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in bright light.