Lantern Archon
CR 2
Monster Manual page
16
Always LG Small Outsider (archon, extraplanar, good, lawful)
Init
+4; Senses
darkvision 60 ft, low-light vision; Listen +4, Spot +4
Aura
Menace (20-ft radius, Will DC 12); magic
circle against evil (constant)
Languages Celestial,
Infernal, Draconic, tongues
(constant)
AC
15, touch 11, flat-footed 15 (size +1, natural +4)
Hit Points
4 (1 HD); DR 10/ evil and magic
Immune
electricity, petrification
+4 racial bonus on saves against poisin
Saves
Fort +2, Ref +2, Will +2
Speed
Fly 60 ft (perfect)
Ranged Attack 2
light rays +2 ranged touch (1d6); Light Ray (Ex) A lantern archon’s light rays have a
range of 30 feet. This attack overcomes damage reduction of any type.
Space 5 ft; Reach 5 ft
Base Attack
+1; Grapple
+8
Special Actions
spell-like abilities, teleport
Spell-like
Abilities (caster level 3rd)
At will--aid, detect
evil, continual flame
Abilities
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Feats
Improved Initiative
Skills Concentration +4, Diplomacy +4,
Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Aura of Menace
(Su) A righteous aura surrounds archons that fight or get
angry. Any
hostile creature within a 20-foot radius of an archon must succeed on a
Will save to resist its effects. The save DC varies with the type of
archon, is Charisma-based, and includes a +2 racial bonus. Those who
fail take a -2 penalty on attacks, AC, and saves for 24 hours or until
they successfully hit the archon that generated the aura. A creature
that has resisted or broken the effect cannot be affected again by the
same archon’s aura for 24 hours.
Magic
Circle
against Evil (Su) A magic
circle against evil effect always surrounds
an archon (caster level equals the archon’s Hit Dice). (The defensive
benefits from the circle are not included in an archon’s statistics
block.)
Teleport
(Su) Archons can use greater
teleport at will, as the spell (caster
level 14th), except that the creature can transport only itself and up
to 50 pounds of objects.
Tongues
(Su) All archons can speak with any creature that has a
language, as
though using a tongues
spell (caster level 14th). This ability is
always active.
Lantern archons appear as floating
balls of light that glow about as brightly as a torch. Only their
destruction can extinguish the glow, though they can try to hide it.
Combat A lantern archon has little reason to
get within melee range. It usually hovers just close enough to bring
the enemy within its aura of menace, then blasts away with its light
rays. Lantern archons prefer to concentrate on a single opponent,
seeking to reduce enemy numbers quickly.
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