Archon Of Redemption
L
celestial
Lawful Neutral
17 (natural armor)
136 (16d8+64)
walk 30 ft., fly 90 ft.
18
18
18
17
20
20
Wis +9, Cha +9
Insight +9, Perception +9
19
all, telepathy 120 ft.
10
radiant; bludgeoning, piercing, slashing from nonmagical attacks
charmed, exhaustion, frightened
darkvision 120 ft.
Angelic Weapons
The archon's weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).
Axiomatic Mind
The archon can't be compelled to act in a manner contrary to its nature or its understanding of justice.
Magic Resistance
The archon has advantage on saving throws against spells and other magical effects.
One Being
Though it appears as a humanoid creature riding a mount, an archon is a single being. The "rider" can't be dismounted, and no other means can separate the two portions of the archon's being short of its death.
Multiattack
The archon makes two attacks: one with its sword and one with its claws.
Sword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage plus 13 (3d8) radiant damage.
Sword|+8|1d8+4
Claws
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage plus 13 (3d8) radiant damage.
Claws|+8|2d6+4
Innate Spellcasting
The archon's innate spellcasting ability is Charisma (spell save DC 17). The archon can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: destructive wave, geas
detect evil and good, destructive wave, geas
Source: Plane Shift: Zendikar p. 22
Felidar–Plane Shift: Zendikar
L
celestial
Lawful Good
12
67 (9d10+18)
walk 50 ft.
18
14
15
11
17
16
13
Celestial, telepathy 60 ft.
5
poison
charmed, paralyzed, poisoned
darkvision 60 ft.
Pounce
If the Felidar–Plane Shift: Zendikar moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Felidar–Plane Shift: Zendikar can make one bite attack against it as a bonus action.
Magic Resistance
The Felidar–Plane Shift: Zendikar has advantage on saving throws against spells and other magical effects.
Magic Weapons
The Felidar–Plane Shift: Zendikar's weapon attacks are magical.
Multiattack
The Felidar–Plane Shift: Zendikar makes two attacks with its claws.
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.
Claws|+7|2d6+4
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.
Bite|+7|1d8+4
Healing Touch (3/Day)
The Felidar–Plane Shift: Zendikar touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target
Teleport (1/Day)
The Felidar–Plane Shift: Zendikar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the Felidar–Plane Shift: Zendikar is familiar with, up to 1 mile away.
The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.
Claws
The Felidar–Plane Shift: Zendikar makes one attack with its claws.
Shimmering Shield (Costs 2 Actions)
The Felidar–Plane Shift: Zendikar creates a shimmering magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the Felidar–Plane Shift: Zendikar's next turn.
Heal Self (Costs 3 Actions)
The Felidar–Plane Shift: Zendikar magically regains 11 (2d8 + 2) hit points.
Innate Spellcasting
The Felidar–Plane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 14). The Felidar–Plane Shift: Zendikar can innately cast the following spells, requiring no components:
At will: detect evil and good, light, thaumaturgy
1/day each: calm emotions, daylight, dispel evil and good
detect evil and good, light, thaumaturgy, calm emotions, daylight, dispel evil and good
Source: Plane Shift: Zendikar p. 23
Kraken–Plane Shift: Zendikar
H
monstrosity
Chaotic Evil
16 (natural armor)
230 (20d12+100)
walk 30 ft., swim 50 ft.
29
14
20
16
18
18
Athletics +14, Perception +9
19
Common
13
cold
lightning, thunder
darkvision 120 ft.
Amphibious
The Kraken–Plane Shift: Zendikar can breathe air and water.
Multiattack
The Kraken–Plane Shift: Zendikar makes two attacks: one with its claw and one with its tentacles.
Claw
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage.
Claw|+14|6d6+9
Tentacles
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 30 (6d6 + 9) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.
Tentacles|+14|6d6+9
Lightning Strike (Recharge 5-6)
The Kraken–Plane Shift: Zendikar hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Lightning Strike (Recharge 5-6)||12d8
Innate Spellcasting
The Kraken–Plane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 17). The Kraken–Plane Shift: Zendikar can innately cast the following spells, requiring no components:
3/day each: control weather, water breathing
control weather, water breathing
Source: Plane Shift: Zendikar p. 25