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Archon Lantern

Archon Lantern
J. M. W. Turner (1775-1851) Description Shade and Darkness – the Evening of the Deluge Date exhibited 1843

Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.

Source: Pathfinder d20pfsrd.com

Friendly and curious beings, lantern archons eagerly converse with and assist other creatures. Their bodies, however, are merely globes of spiritual purity and pale light, and though they might interact with their surroundings through pure force of will, such interaction proves too weak to help with most physical tasks. Their evasive natures make them exceptional at scouting at least in areas where strange lights aren’t unusual relaying messages, and overwhelming enemies with surprise and group tactics. Although they appear fragile, their forms guard them against all but the most profane attacks.

A lantern archon always glows, usually as bright as a torch. They have total control over the color of light they shed, and take great pleasure in modulating their colors and brightness in time to music or to entertain other creatures. Most lantern archons speak in airy, echoing voices, with tones that range from somber whispers to hurried chirping.

Often, their light fluctuates along with their words or tones, punctuating their speech with sparks of light or gentle pulses. As a swift action, a lantern archon can dampen its light to that of a candle for 1 round. Only death can extinguish this light. As lantern archons never sleep or eat, they make excellent watchers and guardians. Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination, serving as disguised sentinels always watchful for approaching evil.

Kain’s 5e Monstrous Manual – Page 36 – Dicefreaks (tapatalk.com)

Lantern Archon
Tiny celestial, lawful good
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Armor Class 12
Hit Points 10 (3d4 + 3)
Speed fly 60 ft.
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STR 1 (-5) DEX 14 (+2) CON 12 (+1) INT 6 (-2) WIS 11 (+0) CHA 10 (+0)
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Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons that aren’t silvered
Damage Immunities radiant
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Languages all
Treasure –
Challenge ¼ (50 XP)
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Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.

ACTIONS
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Multiattack. The archon makes two light ray attacks and uses its aura of menace.

Light Ray. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 3 (1d6) radiant damage.

Aura of Menace All non-allied creatures within 20 ft. must succeed on a DC 10 Charisma saving throw or take a 1d4 penalty to all attacks and saves. Attacks made against creatures affected gain a 1d4 bonus. This effect persists for 24 hours or until the creature successfully strikes the archon. It can be removed as a curse.

Heal Ray. The archon fires its light ray at a creature. The target magically regains 3 (1d6) hit points. A creature can be affected by an individual lantern archon’s healing ray no more than three times in a day.

Lantern  Archon CR 2
XP 600  
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses Darkvision 60 ft., Low-Light Vision; Perception +4
Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)  
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed Fly 60 ft. (perfect)   Ranged 2 light rays +3 ranged touch (1d6)

Spell-Like Abilities (CL 3rd): At Will- aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Strength 1, Dexterity 11, Constitution 12, Intelligence 6, Wisdom 11, Charisma 10

Base Atk +2; CMB –4; CMD 6  

Feats Improved Initiative

Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5

Languages Celestial, Draconic, Infernal; truespeech SQ gestalt
SPECIAL ABILITIES
Gestalt (Su): Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic.

The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.  

Light Ray (Ex): A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
ECOLOGY
Environment any (Heaven)  
Organization solitary, pair, or squad (3–6)
Treasure none

Small but fast and zealous, lantern archons make excellent support troops in celestial armies, swarming over weak opponents or teleporting en masse to flanking positions to cut off reinforcements or escape routes. These miniature archons work well together and know that there is great strength in numbers, uniting in times of need and desperation to form gestalts with greater control over their surroundings. Especially brave lantern archons might eventually be promoted into a more powerful kind of archon, but most are content with their status.

Lore

Characters with ranks in Knowledge (the planes) can learn more about lantern archons. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge  (the Planes)
DC Result
12 This creature is a  lantern archon, a small outsider celestial that are usually very friendly and eager to help wherever they can. This result reveals all outsider and  archon traits.
17 Though quite resilient  to physical attacks for their size, lantern archons are very vulnerably to weapons of evil alignment. In combat they prefer to hover just close enough to bring their enemies in range of their aura of menace, and attack with their special light ray ability.

Monster Lore from WOTC Community Forums – Monsters and Races – Monster Lore Compendium. Copyright 2007-2008, Author:Evandar_TAybara

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