Monster Manual Expanded III
Innate Spellcasting. The justice archon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 14 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.
Multiattack. The archon makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
Justice Strike (3/Day). When the archon hits a creature with a melee attack, the archon can deal extra damage depending on the target's alignment. Any Evil: 13 (3d8) radiant damage. Chaotic Neutral or Neutral: 9 (2d8) radiant damage. Chaotic Good or Lawful Neutral: 4 (1d8) radiant damage.
Castigating Strike. When a creature within 5 feet of the archon deals damage to an ally, the archon makes a melee weapon attack against that creature.