TEXT: Archons
  Archons are the soldiers of the gods, splinters of divine intent
  and possessing no will of their own. Courageous and fierce,
  they are charged with the protection of the outer planes, and
  are guardians of the faithful spirits of the mortal dead.
  Archons are sometimes deployed to aid, reward, or punish a
  deity's mortal followers, or wage war against their enemies.
  Domain Manifestations. Each type of archon is a direct
  incarnation of a divine portfolio, not tied to any particular
  deity. Their alignment is tied directly to the gods they serve,
  and archons can come into conflict with each other if the
  deities clash. Nevertheless, all archons are united in their
  opposition to those that would destroy the gods - especially
  demons. Ultimately, the archons' mission is to perform the
  will of all deities, not to cling to one god and promote its cause
  above those of all others.
  Astral Demise. Archons are incarnate fragments of a
  deity's power, and do not truly have souls of their own.
  When one dies, its spark of life returns to its deity's domain as
  a lantern archon, leaving behind only its armor and any
  equipment it was wearing or carrying. Such items make for
  valuable treasure but draw the ire of the archon's allies.
  Like fiends, archons can only be truly destroyed on their home
  plane, which varies depending on their sworn deity .
  Immortal Nature. An archon doesn't need to breathe, eat,
  drink, or sleep, nor does it have any desire to.
  Archon Ranks
  To outsiders, archons may look like identical armor-clad
  beings of light, but a character with proficiency in the Religion
  skill can recognize archons by their station.
  Like devils, archons can advance in rank through virtuous
  acts in service to their master. Each archon (other than
  lanterns) bears metal appointments that signify their current
  rank and stage of advancement, as noted on the table below.
  Archon metals enhance within each rank, until promotion. For
  example, when a hound archon with a platinum collar
  advances, it transforms into a warden with tin bracers.
  All archons of the same rank are considered equal, with the
  quality of their appointments indicating only how far they are
  from their next promotion. Such advancement is a cause for
  celebration, never jealousy. Archons that seek elevation at the
  expense of their peers are cast into the Nine Hells, where
  scheming and manipulation are better rewarded.
  Rank
  Appointment
  Lantern
  None
  Hound
  Collar
  Warden
  Bracers, Girdle
  Sword
  Breastplate
  Trumpet
  Half Plate
  Throne
  Full Plate
  Appointment virtues
  Tin (gray)
  Bronze (brown)
  Copper (red)
  Silver (white)
  Gold (yellow)
  Platinum (blue)
  
  Hound Archon
  Lantern archons that perform exceptional service to their
  deity are gifted with the ability to take a more substantial
  shape, vaguely resembling a dog, but with the archon's typical
  featureless face. Legends are told of these glowing spirits
  watching over children as they sleep, or guiding them through
  dangerous wilderness to safety.
  Hound archons serve as scouts and spies for greater
  archons, and administer the domain of Trickery. Unlike the
  gregarious lanterns, hounds rarely announce their presence.
  When they spot a potential threat, they alert their superiors
  before confronting the danger directly.
  A hound archon that consistently demonstrates temperance
  and restraint is awarded the rank of warden.
  Lantern Archon
  Lantern archons are the smallest and weakest of the archons.
  Manifestations of the Light domain, they glow about as
  brightly as a torch. Thousands of these floating orbs gather in
  great clouds above the mountains and cities of the upper
  planes, suffusing those places with a soft golden light and the
  faint sound of singing and laughter.
  Lantern archons are very friendly and usually eager to give
  what assistance they can. However, their bodies are just
  gaseous globes, and they are much too weak to render
  material aid. A stray lantern archon will gladly serve alongside
  any adventuring party aligned with its cause.
  While in service to mortals, it feels safest in a hooded or
  bullseye lantern, where it acts as the lantern's light source.
  Sword Archon
  The domains of Forge and War are overseen by the sword
  archons. These archons are enforcers of divine rights, a
  pursuit to which they are perfectly suited.
  A sword archon can instantly transform its arms into blades
  that burn with holy fire. While most revel in battle, they
  understand the heavy burden of the abilities available to them.
  Accordingly, sword archons use their powerful discorporation
  effect only against those enemies they know to have
  transgressed divine law or against the sworn enemies of the
  gods. Lawful sword archons reserve this power only for
  executions, following trial and sentencing by a throne archon.
  Sword archons that demonstrate exceptional loyalty and
  courage are promoted to trumpet archons.
  Throne Archons
  The most exalted archons are guardians of the Arcana and
  Knowledge domains. Throne archons administer the cities
  and realms of the divine dominions, and have considerable
  influence on celestial politics as the official interpreters of
  their deity's will. Holding regal court in titanic halls, thone
  archons mediate disputes and resolve conflicts with clarity,
  wisdom, and grace. Clad in full plate and crown-like helms,
  they nevertheless avoid combat whenever they can, instead
  sending their minions forth to fight for them.
  Trumpet Archon
  Trumpet archons serve as celestial heralds and couriers, and
  are representatives of the Grave and Tempest domains. These
  archons range the farthest from their home planes, escorting
  the spirits of the faithful dead to their eternal reward (or
  punishment.) In this role they are known by mortals as 'grim
  reapers' or 'angels of death.' They also joyously return the
  souls of those that are returned to life.
  Each trumpet archon carries a gleaming silver trumpet
  about 6 feet long, which it can transform into a silvered two-
  handed weapon at will (typically a greatsword or scythe.)
  This trumpet becomes a useless chunk of metal in the hands
  of any creature other than its rightful owner.
  On the rare occasions when an open position appears
  among the throne archons, a fully advanced trumpet archon is
  selected for promotion to their ranks.
  Warden Archons
  Archons become more humanoid as they advance, though
  they retain animal-like features for a time.
  The solemn warden archons manifest Life and Nature, and
  their appointments include collars, girdles, and bracers.
  Wardens are the guardians of the portals between layers of
  the Outer Planes, providing comfort and aid to weary travelers
  and preventing the unworthy from passing through. Wardens
  are also the watchers and scribes of their deities, observing
  other worlds through powerful divinations and keeping
  records of what they see. Because of this, they tend to have a
  keener understanding of mortal and fiendish affairs.
  Wardens that overcome these temptations are rewarded
  with promotion to sword archons.
   
  Elemental Archons
  The portfolios of some deities may include the base
  elements. For example, deities with dominion over
  Light or Forge might create Fire Archons.
  You can use the Elemental Myrmidons featured in
  Princes of the Apocalypse and Mordenkainen's
  Tome of Foes to represent elemental archons, with
  the following changes:
  Type changes to celestial, of any alignment.
  Replace immunity to poison damage with
  resistance to radiant damage.
  Replace the condition immunities with charmed,
  exhaustion, and frightened.
  Replace languages with telepathy, with a range
  of 120 feet.
  
  Variant: Archon Summoning
  As an optional rule, an archon can use its action to
  summon more archons. It can use this ability once
  per day, with no chance of failure.
  A throne archon can summon 2d4 lantern
  archon swarms, 1d6 hound archons, 1d4
  warden archons, 1d2 sword archons, or one
  trumpet archon.
  A trumpet archon can summon 1d6 lantern
  archon swarms, 1d4 hound archons, 1d3
  warden archons, or one sword archon.
  A sword archon can summon 1d4 lantern
  archon swarms, 1d2 hound archons, or one
  warden archon.
  A warden archon can summon 1d2 lantern
  archon swarms, or one hound archon.
  A hound archon can summon one lantern
  archon swarm.
  A summoned archon appears in an unoccupied
  space within 60 feet of its summoner, acts as an
  ally of its summoner, and can't summon other
  archons. It remains for 1 minute, until it or its
  summoner dies, or until its summoner dismisses it
  as an action.
  Hound Archon
  Small celestial (archon, shapechanger),
  any alignment
  Armor Class 13
  Hit Points 38 (7d6 + 14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 16 (+3)
  Skills Insight +4, Intimidate +5, Perception +4,
  Stealth +7
  Damage Resistances radiant; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion,
  frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Angelic Weapons. The archon's weapon attacks are
  magical. When the archon hits with any weapon,
  the weapon deals an extra 1d8 radiant damage
  (included in the attack).
  Cunning Action. On each of its turns, the archon can
  use a bonus action to take the Dash, Disengage, or
  Hide action.
  Illumination. In its true form, the archon sheds dim
  light in a 30-foot radius.
  Innate Spellcasting. The archon's spellcasting ability is
  Charisma. The archon can innately cast detect evil
  and good at will, requiring no components.
  Shapechanger. The archon can use its action to
  polymorph into a Small or Medium dog, wolf, or
  similar beast, or back into its true form. Other than
  its size, its statistics are the same in each form.
  Any equipment it is wearing or carrying isn’t
  transformed, and is left behind if it dies.
  Actions
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) slashing damage plus 4
  (1d8) radiant damage.
  Menace. Each creature of the archon's choice that is
  within 60 ft. of the archon and aware of it must
  succeed on a DC 13 Charisma saving throw or
  become frightened for 1 minute. A creature can
  repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success. If a
  creature's saving throw is successful or the effect
  ends for it, the creature is immune to the Menace of
  all hound archons for the next 24 hours.
  
   
  Lantern Archon Familiars
  The lantern archon may be an option for the
  improved familiar of a warlock with the Pact of the
  Chain, particularly one with the Celestial patron.
  Lantern Archon
  Tiny celestial (archon), any alignment
  Armor Class 14
  Hit Points 5 (2d4)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 18 (+4) 10 (+0) 7 (-2) 13 (+1)
  15 (+2)
  Damage Immunities poison, radiant; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Condition Immunities exhaustion, grappled,
  paralyzed, poisoned, prone, restrained,
  unconscious
  Senses passive Perception 11
  Languages all
  Challenge 1/4 (50 XP)
  Ephemeral. The archon can’t wear or carry anything.
  Illumination. The archon sheds bright light in a 30-
  foot radius and dim light for an additional 30 feet.
  Actions
  Light Ray. Ranged Spell Attack: +4 to hit, range 60 ft.,
  one target. Hit: 2 (1d4) radiant damage, and the
  target has disadvantage on the next attack roll it
  makes before the end of its next turn. Creatures that
  don't rely on sight don't suffer this additional effect.
  Dispel Darkness. Any magical darkness within 30 feet
  of the archon is dispelled. Invisible creatures within
  30 feet of the archon become outlined in dim,
  golden light, and can't benefit from invisibility until
  they are no longer within 30 feet of the archon.
  Swarm of Lanterns
  Medium swarm of Tiny celestials (archons),
  any alignment
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 18 (+4) 10 (+0) 7 (-2) 13 (+1)
  15 (+2)
  Skills Perception +3
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison, radiant; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, prone, restrained, stunned, unconscious
  Senses passive Perception 13
  Languages all
  Challenge 2 (450 XP)
  Aura of Radiance. The swarm sheds bright light in a
  30-foot radius. Within this radius, areas of magical
  darkness are automatically dispelled and creatures
  can't benefit from being invisible. The aura also
  radiates dim light for an additional 30 feet.
  Ephemeral. The swarm can’t wear or carry anything.
  Radiant Swarm. The swarm can occupy another
  creature's space and vice versa, and creatures that
  share the swarm's space are blinded.
  The swarm can move through any opening large
  enough for a Tiny lantern archon. The swarm can't
  regain hit points or gain temporary hit points.
  Actions
  Light Rays. Each creature of the swarm's choice and
  within 60 feet of it must make a DC 12 Dexterity
  saving throw. Creatures that fail their saving throw
  take 10 (4d4) radiant damage, or 5 (2d4) radiant
  damage if the swarm has half its hit points or fewer.
  A creature that succeeds on its saving throw takes
  half as much damage.
  
   
   
   
   
   
  Sword Archon
  Large celestial (archon), any alignment
  Armor Class 16 (breastplate)
  Hit Points 147 (14d10 + 70)
  Speed 40 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 15 (+2) 20 (+5) 15 (+2) 20 (+5) 18 (+4)
  Skills Insight +9, Intimidate +8, Persuasion +8
  Damage Resistances radiant; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., truesight 60 ft., passive
  Perception 14
  Languages telepathy 120 ft.
  Challenge 10 (5,900 XP)
  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).
  Dive Attack. If the archon is flying and dives at least 30
  feet straight toward a target and then hits it with a
  melee weapon attack, the attack deals an extra 9 (2d8)
  damage to the target.
  Innate Spellcasting. The archon's spellcasting ability is
  Charisma. The archon can innately cast detect evil and
  good at will, requiring only verbal components.
  Magic Resistance. The archon has advantage on saving
  throws against spells and other magical effects.
  Actions
  Multiattack. The archon makes two melee attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) slashing damage plus 13
  (3d8) radiant damage.
  Reactions
  Discorporate (3/day). When the archon reduces a
  creature to 0 hit points with a melee attack, it can use
  its reaction to sunder the creature's spirit from its body,
  killing it instantly. The creature's spirit is imprisoned on
  a plane of the archon's choice, and the creature cannot
  thereafter be returned to life without permission from
  the powers of that plane.
  
  Tome Archons
  Highest of the throne archons are tome archons, wielding
  even greater magical power including the ability to grant
  wishes. Tome archons have an Intelligence score of 24 (+4).
  Tome archons can innately cast cone of cold, fireball (10d6),
  and lightning bolt (10d6) at will. A tome archon can also
  ritually cast any spell from the Wizard spell list, using
  Intelligence as its spellcasting ability (DC 21, +13 to hit.)
  Throne Archon Lairs
  While on the home plane of its deity, a throne or tome archon
  can summon allied archons as a lair action:
  On initiative count 20 (losing initiative ties), the throne
  archon takes a lair action to summon either 2d4 lantern
  archon swarms, 1d6 hound archons, or 1d2 sword archons,
  which appear within 60 feet of the archon. The throne archon
  can't summon the same type of archon two rounds in a row.
  Throne Archon
  Huge celestial (archon), any alignment
  Armor Class 18 (plate)
  Hit Points 297 (22d12 + 168)
  Speed 40 ft., fly 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 13 (+1) 24 (+7) 22 (+6) 25 (+7) 23 (+6)
  Saving Throws Dex +7, Int +12, Wis +13, Cha +12
  Skills Arcana +12, History +12, Insight +13,
  Persuasion +13, Religion +18
  Damage Resistances radiant; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses truesight 120 ft., passive Perception 17
  Languages telepathy 120 ft.
  Challenge 18 (20,000 XP)
  Angelic Weapons. The archon's weapon attacks are
  magical. When the archon hits with any weapon, the
  weapon deals an extra 4d8 radiant damage (included in
  the attack).
  Innate Spellcasting. The archon's spellcasting ability is
  Charisma (spell save DC 20). The archon can innately
  cast the following spells, requiring no material
  components:
  At will: command, detect evil and good, sending
  3/day each: banishing smite, counterspell,
  dispel evil and good, dispel magic
  1/day each: blade barrier, divine word
  Magic Resistance. The archon has advantage on saving
  throws against spells and other magical effects.
  Penitentiary Gaze. If a creature starts its turn within 30
  feet of the archon and the two of them can see each
  other, the archon can force the creature to make a DC
  20 Charisma saving throw if the archon isn't
  incapacitated. A creature that shares the archon's
  alignment makes the saving throw with advantage, and a
  creature with an opposing alignment to the archon on
  either the good-evil axis or the law-chaos axis (or both)
  makes the saving throw with disadvantage. On a failed
  save, the creature gains one level of exhaustion.
  A creature that isn't surprised can avert its eyes to avoid
  the saving throw at the start of its turn. If it does so, it
  can't see the archon until the start of its next turn, when
  it can avert its eyes again. If it looks at the archon in the
  meantime, it must immediately make the save.
  Ritual Caster. The archon can cast any spell on the Cleric
  spell list as a ritual. Spells without the Ritual tag take an
  additional hour to cast, instead of 10 minutes.
  Its spellcasting ability is Wisdom (save DC 21, +13 to
  hit with spell attacks.)
  Actions
  Multiattack. The archon makes two melee attacks. It can
  use Teleport once before, between, or after the attacks.
  Greatsword. Melee Weapon Attack: +13 to hit, reach 10
  ft., one target. Hit 28 (6d6 + 7) slashing damage plus
  18 (4d8) radiant damage. If the archon scores a critical
  hit, it rolls damage dice three times, instead of twice.
  Teleport. The archon magically teleports, along with any
  equipment it is wearing or carrying, up to 120 ft. to an
  unoccupied space it can see.
  Reactions
  Thunderous Rebuke. A creature that hits the archon with
  a melee attack takes 10 thunder damage.
  
   
  Bargaining with Death
  When a player character dies and the party does not
  have ready access to resurrection magic, the DM
  may wish to stage an encounter between the
  departed PC's soul and a trumpet archon, in its
  guise as the Angel of Death. This gives the player an
  opportunity to bargain or negotiate with the DM for
  the another chance at life for their character. The
  classic scenario, of course, is to challenge Death to
  a chess match, but the DM and player are welcome
  to pick any game they like.
  Example Game: Bunco
  Bunco is a luck-based game played by taking turns
  rolling three dice trying to score points. It is played
  for a number of rounds based on the size of the die
  (typically six rounds when using 3d6) scored thus:
  21 points if all three dice match the current
  round number (a "Bunco");
  5 points are awarded if all three dice match each
  other, but do not match the current round
  number (a "mini Bunco");
  Otherwise, 1 point may be awarded for each die
  matching the current round number.
  If points are scored, the player gets to roll again,
  continuing to add to their score. If no points are
  awarded the player's turn ends and the dice are
  passed to the next player at the table. A round ends
  when a player scores 21 points or more.
  A character may attempt a DC 15 Dexterity
  (Sleight of Hand) check once per round to reroll
  one die of their choice. A character can also stack
  their proficiency in dice sets, if applicable.
  This is a risky tactic, however; the penalty for
  cheating Death is discorporation by sword archon.
  Trumpet Archon
  Large celestial (archon), any alignment
  Armor Class 17 (half plate)
  Hit Points 220 (21d10 + 105)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 20 (+5) 17 (+3) 20 (+5) 20 (+5)
  Skills Intimidate +10, Perform +10, Religion +11
  Damage Resistances radiant; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion,
  frightened
  Senses truesight 120 ft., passive Perception 15
  Languages telepathy 120 ft.
  Challenge 13 (10,000 XP)
  Angelic Weapons. The archon's weapon attacks are
  magical. When the archon hits with any weapon, the
  weapon deals an extra 3d8 necrotic or radiant
  damage (included in the attack).
  Innate Spellcasting. The archon's spellcasting ability is
  Charisma (spell save DC 18). The archon can innately
  cast the following spells, requiring no material
  components:
  At will: command, detect evil and good, thunderwave
  (6d8)
  3/day each: destructive wave, dispel evil and good,
  etherealness (as 8th level slot), gentle repose
  1/day each: plane shift (self only), word of recall
  Magic Resistance. The archon has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Multiattack. The archon can blow its trumpet. It then
  casts thunderwave, or makes two melee attacks.
  Silvered Greatsword/Scythe. Melee Weapon Attack:
  +10 to hit, reach 10 ft., one target.
  Hit: 19 (4d6 + 5) slashing damage plus 13 (3d8)
  necrotic or radiant damage (the archon's choice.)
  Trumpet. The archon's trumpet can be heard up to
  one mile away. Each creature of the archon's choice
  that is within 120 feet of the archon and can hear it
  must succeed on a DC 18 Charisma saving throw,
  or be frightened for 1 minute. A creature that fails its
  saving throw by 5 or more is also paralyzed while
  frightened in this way. A creature can repeat the
  saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the trumpets of all trumpet
  archons for the next 24 hours.
  
   
  Variant: Owl Archons
  Most warden archons have somewhat bear-like
  features (as much as an archon can have features),
  but some that serve deities with dominion over
  Nature instead resemble owls, with wings in place
  of arms. Owl archons use the Druid spell list instead
  of the Cleric spell list for ritual casting.
  Owl archons can't use shields or manufactured
  weapons, but have a flying speed of 90 feet.
   
  Ritual Casting
  Warden archons can use their ritual casting ability
  to administer almost any healing or divination
  magic required of it, with some advance notice.
  When a throne archon issues an order, it is usually a
  warden archon that actually casts the required spell.
  Typical services include geas, greater restoration,
  legend lore, raise dead, and scrying. Warden archons
  also officiate the ceremony spell, which can be
  found in Xanathar's Guide to Everything or the
  Unearthed Arcana: Starter Spells article on the D&D
  website.
  An archon asked to cast a spell on a petitioner's
  behalf might require a donation, in addition to
  providing all necessary material components.
  Warden Archon
  Medium celestial (archon), any alignment
  Armor Class 13 (15 with shield equipped)
  Hit Points 119 (14d8 + 56)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 18 (+4) 14 (+2) 20 (+5) 17 (+3)
  Skills Medicine +5, Nature +5, Religion +8
  Damage Resistances radiant; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., truesight 60 ft., passive
  Perception 15
  Languages telepathy 60 ft.
  Challenge 6 (2,300 XP)
  Angelic Weapons. The archon's weapon attacks are
  magical. When the archon hits with any weapon, the
  weapon deals an extra 2d8 radiant damage (included in
  the attack).
  Innate Spellcasting. The archon's spellcasting ability is
  Charisma (spell save DC 14). The archon can innately
  cast the following spells, requiring no material
  components:
  At will: animal friendship, bless, detect evil and good
  3/day each: beacon of hope, hold monster, sanctuary
  Magic Resistance. The archon has advantage on saving
  throws against spells and other magical effects.
  Ritual Caster. The archon can cast any spell of 5th level
  or lower on the Cleric spell list as a ritual. Spells without
  the Ritual tag take an additional hour to cast, instead of
  10 minutes. Its spellcasting ability is Wisdom
  (spell save DC 16, +8 to hit with spell attacks).
  Actions
  Multiattack. The archon makes two claw attacks.
  If both attacks hit the same target, the target is also
  grappled (escape DC 15.) The archon cannot use this
  action while it has a shield or weapon equipped.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8)
  radiant damage.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9
  (1d10 + 4) slashing damage if held in two hands,
  plus 9 (2d8) radiant damage.
  Preserve Life. The archon restores 50 hit points, divided
  as the archon chooses, among any number of creatures
  within 30 feet of it, restoring each creature to no more
  than half of its hit point maximum. This ability has no
  effect on undead or constructs.
  
  Archons in Fifth Edition:
  Design Philosophy
  For most of of D&D's history, archons have been bound to the
  symmetry of the Great Wheel cosmology as the inhabitants of
  the Lawful Good planes, counterparts to the Neutral Good
  guardinals and the Chaotic Good eladrin. This document's
  approach is to assign celestial archons the role of 4th Edition's
  angels, as devoted servants of the gods collectively.
  Like clerics, these archons can be of any alignment
  consistent with their deity, and can be cast as adversaries for
  the player characters to engage in negotiations or battle.
  The intention is for archons fill the lower ranks of the divine
  hierarchy, and serve as minions of neutral or evil gods that
  don't use fiends to do their bidding. The traditional archon
  ranks have been assigned specific principles—divine domains
  —to better inspire the DM in their use as guardians,
  emissaries, judges, or even assassins.
  The change in appearance is a reflection of their change in
  nature. 4th edition angels are depicted as less humanoid in
  appearance, more like impartial embodiments of immortal
  power. They are faceless, sometimes metallic or stonelike in
  form, trailing into astral essence. They are uncaring and
  relentless, and their new look reinforces that aspect.
  This otherworldly appearance also sets them apart from the
  winged-humanoid aasimon and beast-headed guardinals.
  Archons on the Great Wheel. Old-school DMs who want
  to maintain the old cosmology are welcome to use these
  statistics to represent Lawful Good archons, and recast the 5e
  Monster Manual's angels as Neutral Good aasimon. Similarly,
  the eladrin in Mordenkainen's Tome of Foes are now Chaotic
  Good celestials, rather than Chaotic Neutral fey.
  Other Options
  DMs are encouraged to make minor adjustments to archons
  that serve specific deities to fit the theme of that deity, e.g.:
  Archons that serve the Raven Queen, neutral goddess of
  death and winter, replace their damage resistance and
  angelic weapons' radiant damage with cold damage.
  Archons that serve Moradin, god of dwarves, are distinctly
  shorter and stockier than normal. They wield mauls and
  warhammers that deal bludgeoning damage, and the
  sword archons are instead known as axe archons.
  Credits
  Names and descriptions of archons from AD&D's
  Planescape campaign setting Planes of Law boxed set by
  Colin McComb and Wolfgang Baur, published by TSR.
  Additional material for Lantern, Hound, and Trumpet
  archons from 3rd Edition Monster Manual by Monte Cook,
  Jonathan Tweet, and Skip Williams, Wizards of the Coast.
  Additional material for Warden, Sword, and Throne archons
  from the Book of Exalted Deeds by James Wyatt, Chris
  Perkins, and Darrin Drader, also by Wizards of the Coast.
  4th Edition angel concepts by Jennifer Clarke Wilkes of
  Wizards of the Coast Research and Development.
  Artwork of angels from various 4e D&D sources,
  (c) 2008-2009 Wizards of the Coast.
  Hound archon art adapted from "Wolf Patronus" artwork by
  @patronusmeaning on tumblr.
  Lantern archon art adapted from Runescape wisps,
  (c) Jagex Ltd.
  This document and all 5th Edition statistics by /u/Galemp
  on Reddit using GM Binder, 2019.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Archons.pdf