b'Angel, Mead Archon \n'b'  Family:   Angels  \n'b'  Medium   celestial , chaotic good \n'b'  Armor Class  14 (leather armor)  Hit Points  82 (11d8 + 33)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX:  16 (+3)  CON:  17 (+3)  INT:  14 (+2)  WIS:  18 (+4)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The mead archon has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The mead archon\xe2\x80\x99s weapon attacks are magical. \n'b'  Innate Spellcasting . The mead archon\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b'  1/day each :  aid ,  enhance ability ,  lesser restoration ,  protection from poison ,  zone of truth  \n'b'\n'b' ACTIONS \n'b'\n'b'  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 . \n'b'  Maul .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'  Radiant Bolt .  Ranged Spell Attack : +7 to hit, range 60 ft., one target.  Hit : 10 (3d6) radiant damage. \n'b'  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. \n'b'  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. \n'b'  Divine Guzzle (Recharge 4-6) . The mead archon drinks a pint of alcohol and chooses one of the following effects:\n'b'\n'b'\n'b' 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. \n'b' The archon has advantage on  attack  rolls and saving throws until the end of its next turn. \n'b' The archon regains 10  hit points . \n'b'\n'b'  Alternate Critical (Source: Monster Crits for 5e) . When the mead archon scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the creature it attacked has disadvantage on Constitution saving throws for 1 minute. \n'b'\n'b' ABOUT \n'b' Mead archons are the emissaries of deities who enjoy battle and strong drink. \n'b'  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\xe2\x80\x99s 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. \n'b'  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.\xc2\xa0Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses. \n'b'  Immortal Nature . The mead archon doesn\xe2\x80\x99t require food, drink, or sleep.'