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