Pointy Hat - Archon Dragon
Pointy Hat - Archon Dragon
Pointy Hat - Archon Dragon
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Archon Dragon
Sorcerer Warden Dragon
Out of all warden dragons, archon dragons seek to form the most close-knit communities out of
their hoards, where hoard members and dragon share the strongest and most personal
bonds--but this does not mean that archon dragons are above evil.
A young archon dragon will seek out hoardmates among those who have traditionally been
rejected by society. Archon dragons specifically look for those who are powerless, destitute, and
desperate for community,. and give them power of their own. They are magical batteries, and
those who join their hoard start to develop sorcerous powers just through proximity to the
archon. The combination of finally having a community to call their own and access to a power
they never had often makes the members of an archon dragon’s hoard incredibly loyal to the
hoard and the dragon who leads it. This is an incredibly powerful combination, and, in the claws
of the wrong dragon, a deadly one.
A archon dragon hoard is often called a syndicate, although some just refer to it as a family.
Because archon dragons deliberately target people ostracized by society, syndicates that grow
powerful and large enough often take over the criminal underbellies of cities, with all members
of the hoard having access to not just the powerful connections that the hoard affords, but literal
sorcerous powers. A archon dragon’s prince, the one poised to one day receive the archon
dragon’s essence and become an archon dragon themselves, is the one who has shown the
most unwavering loyalty to the syndicate, and in return is given the most sorcerous power.
However, the implied threat is obvious. Members of a syndicate hoard know all too well that
everything they have acquired is because of the connections and the power that their dragon
leader has granted them--and what one hand gives, the other can take away. Those who leave
the syndicate or, worse, betray it, find that their sorcerous power was never truly theirs, as the
dragon can take them away just as easily as they gave it.
It would be a mistake, however, to assume that all archon dragons create their hoards with evil
intent in mind. Many syndicates, even the criminal ones, endeavor to give a home to those
whom society has shunned for any reason, and they are known to be welcoming to any who
seek to enter their ranks, regardless of creed, appearance, or past mistakes. There are even
quite a few documented cases of archon dragons establishing themselves in orphanages and
even leper colonies, taking care of their hoardmates and protecting them from an outside world
that has failed them when they needed it most. For this reason, archon dragons are also
sometimes referred to as nanny dragons.
Saving Throws Str +11, Con +8, Wis +12, Cha +12
Skills Arcana +8, Deception +12, Insight +12, Persuasion +12
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical
attacks, Psychic
Damage Immunities Necrotic, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 16
Languages Draconic, All standard languages
Challenge 15 (13,000 XP) Proficiency Bonus +5
Draconic Font. While within 60 feet of the archon dragon, all members of the
dragon’s hoard have the sorcery point cost of their metamagic reduced by one (to a
minimum of one) and gain +1 to all spell attack rolls and damage rolls.
Gifted. The archon dragon can cast both a leveled spell with the casting time of 1
action and a leveled spell with the casting time of 1 bonus action in the same turn.
Legendary Resistance (3/Day). If the archon dragon fails a saving throw, it can
choose to succeed instead.
Sorcerous Siphon. When a member of the archon dragon’s hoard spends sorcery
points to perform metamagic, the dragon regains one expended use of its
metamagic.
Syndicate Bond. The archon dragon can communicate telepathically with any
member of its hoard within 120 feet of it.
Syndicate Tactics. The archon dragon and all members of its hoard cannot have
disadvantage on any saving throw as long as they are within 5 feet of a member of
the hoard.
ACTIONS
Multiattack. The archon dragon can use its Sorcerous Presence. It then makes two
attacks: either one with its talons and one with its wings, or a spell and either a talon
or wing attack.
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6)
slashing damage.
Wing. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6)
slashing damage.
Sorcerous Presence. Each creature of the archon dragon's choice that is within 120
feet of the archon dragon must succeed on a DC 20 Intelligence saving throw. On a
failure, for one minute, a creature must roll on the wild magic table immediately after
casting a leveled spell or a cantrip. Once the creature has rolled on the wild magic
table, it can make another Charisma saving throw to try to end the effect. If a
creature's saving throw is successful or the effect ends for it, the creature is immune
to the dragon's Sorcerous Presence for the next 24 hours.
Archon Breath (Recharge 5–6). The archon dragon exhales arcane energy in a
60-foot cone. Each creature in that area that is not part of its hoard must make a DC
20 Intelligence saving throw, taking 66 (12d10) psychic damage on a failed save, or
half as much damage on a successful one. Additionally, each creature in the area
that is part of its hoard regains 3 sorcery points.
Instead of empowering its hoard, the dragon can instead summon any creature it has
made a pact with to an unoccupied location within the area of the cone. It can
summon a number of creatures equal to 1d4+1.
Metamagic. The archon dragon can manipulate its spells using metamagic. Its
number of uses of each metamagic option vary:
● 5/day: Careful Spell, Distant Spell, Subtle Spell
● 3/day: Empowered Spell, Seeking Spell
● 2/day: Heightened Spell, Twinned Spell.
The archon dragon can use a bonus action on its turn to transform unexpended uses
of metamagic into one use of its spellcasting ability.
Spellcasting. The archon dragon casts one of the following spells, requiring no
material components and using Charisma as the spellcasting ability (spell save DC
20):
● At will: darkvision, detect magic, detect thoughts
● 3/day each: counterspell, fireball, haste, shatter, sleet storm
● 2/day each: blight, wall of fire, dominate person
● 1/day each: circle of death, cloudkill, sunbeam