SRD:Lantern Archon

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This material is published under the OGL 1.0a.

LANTERN ARCHON

Size/Type: Small Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/–8
Attack: Light ray +2 ranged touch (1d6)
Full Attack: 2 light rays +2 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves: Fort +2 (+6 against poison), Ref +2, Will +2
Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats: Improved Initiative
Environment: A lawful good-aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement: 2–4 HD (Small)
Level Adjustment:

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.

Aura of Menace (Su): Will DC 12 negates.

Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Spell-Like Abilities At will—'aid detect evil, continual flame. Caster level 3rd.



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