Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.
Environment: Any (Heaven)
Organization: 1-6
Proficiency Score: +3
Small; Principle/Community; outsider
Armor Class: 15 (+0 Dex, +1 Natural, +1 Size, +3 Proficiency)
Hit Points: 84 (7d10+14)
Speed: Fly 60 feet
Initiative: +0 (advantage)
STR | DEX | CON | INT | WIS | CHA |
1 (-5) | 11 (+0) | 14 (+2) | 6 (-2) | 14 (+2) | 10 (+0) |
Saves:
- Fortitude +5
- Reflex +3
- Will +2
2d4 Insight against poisons
Skills:
- Acrobatics +3
- Diplomacy +3
- Insight +5
- Lore (Heaven) +1
- Perception +5
Immunities:
- Effects with the electricity tags
- Petrified conditions
Resistances:
- 10 against all damage except against Honor/Repute
Senses: Passive Perception 15; Dark Vision 60 feet
Languages: Celestial, constant Tongues, Draconic, Infernal
Aura (Menace, 20-foot aura). A Lantern Archon has an aura of the listed distance with the following effects. All creatures within the Lantern Archon’s aura must make a DC 13 Will Save or take 1d4 penalty to AC, Saving Throws, and Strikes. If a creature successfully strikes the Lantern Archon, they lose these penalties. Either way, a creature is Bolstered against the effects of that particular Lantern Archon’s aura.
Gestalt. As a Triple Action, nine Lantern Archons can fuse together. In this way, they have the statistics of a Large Air Elemental that pools their Hit Points while retaining: their tags, immunities, resistances, Aura (Menace, 20-foot aura), Spells, and Ray Strike. This lasts for 2d4 rounds. When the Gestalt form ends, they separate into their separate forms and divide the remaining Hit Points between them (less than 9 Hit Points causes some to die).
Spells. A Lantern Archon is a Prepared Divine caster.
Spell Attack: +5, Spell DC: 15
At Will:
- Aid
- Continual Flame
- Detect Alignment
- Teleport (self and 50 bulk)
Actions
Ray. Ranged Strike +5/0/-5 (range 30 feet, unarmed) with 2d6 damage. This Strike ignores Resistances.