Monsters / Archon, Lantern
Archon, Lantern
CR 2 - 600 XP - LG Small Outsider
Stat block
AC15 (touch 11, flat-footed 15)HP13 (2d10+2)SavesFort +4, Ref +3, Will +0MeleeRanged2 light rays +3 ranged touch (1d6)Speedfly 60 ft. (perfect)AbilitiesStr 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10BAB / CMB / CMD+2 / +-4 / 6Sensesdarkvision 60 ft., low-light vision; Perception +4Environmentany (Heaven)
DR 10/evilimmune electricityimmune petrification
Combat brain - every behavior cites its line (4 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
pack-hunter (from lore)
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 in...
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 in...
skirmisher (from abilities)
abilities: Dex 11 over Str 1 - strike and slip away, never trade full attacks
abilities: Dex 11 over Str 1 - strike and slip away, never trade full attacks
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
feats: Improved Initiative - it moves before you do
night-hunter (from senses)
senses: darkvision 60 ft., low-light vision; Perception +4 - hunts where prey is blind
senses: darkvision 60 ft., low-light vision; Perception +4 - hunts where prey is blind
From the entry
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.
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.
Friendly and curious beings, lantern archons eager...