Name | Lantern Archon |
---|---|
Sorted Name | Lantern Archon |
Family | Archon |
Size and Type | Small Outsider (Archon, Extraplanar, Good, Lawful) |
Hit Dice Count | 1 |
Hit Dice | 1d8 (4 hp) |
Random Hit Points | 1d8 - 0 |
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 |
Challenge Rating | 2 |
Organization | Solitary, pair, or squad (3-5) |
Treasure | None |
Alignment | Always lawful good |
Advancement | 2-4 HD (Small) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Lantern archon; CR 2; Small outsider (archon, extraplanar, good, lawful); HD 1d8; hp 4; Init +4; Spd Fly 60 ft. (perfect) (12 squares); AC 15 (+1 size, +4 natural), touch 11, flat-footed 15; Base Atk +1; Grp -8; Atk +2 ranged touch (1d6, light ray); Full Atk +2 ranged touch (1d6, 2 light rays); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues; AL LG; SV Fort +2 (+6 against poison), Ref +2, Will +2; Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10 Skills and Feats: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4; Improved Initiative |
Lantern Archon
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. CombatA 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. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Light ray +2 ranged touch (1d6), or 2 light rays +2 ranged touch (1d6)
feats: IMPROVED INITIATIVE, ,