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Lantern Archon ~ CR 2

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; Community/Principle; outsider


Armor Class: 15 (+0 Dex, +1 Natural, +1 Size, +3 Proficiency)

Hit Points: 76 (7d10+6)

Speed: Fly 60 feet

Initiative: +0 (advantage)


STRDEXCONINTWISCHA
1 (-5)11 (+0)14 (+2)6 (-2)14 (+2)10 (+0)

Saves:

  • Reflex +3
  • Fortitude +5
  • Will +2

Skills:

  • Acrobatics +3
  • Diplomacy +3
  • Insight +5
  • Lore (Heaven) +1
  • Perception +5

Immunities:

  • Effects with the electricity tags
  • Petrified

Resistances:

  • 10 against all damage except those with the Honor tag

Senses: Passive Perception 15; Dark Vision 60 feet

Languages: Celestial, Draconic, Infernal, constant Tongues


Aura (Menace, 20 feet). Within the 20 feet foot aura, all creatures must make a DC 15 Will Save or take 1d4 penalty to AC, Saving Throws, and Attack Bonuses. 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 (9, Large Air Elemental). As a Triple Action, 9 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, Passive and Active abilities 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 10 Hit Points causes enough to die so that the remaining have over 10 Hit Points).

Spells.

Spell Attack: +5, Spell DC: 15

At Will:

Actions

Ray. Ranged Strike +5/+0/-5 (range 30 feet) with 3d6+15 damage. This Strike ignores Resistances.