Lantern Archon

MapTool Token

NameLantern Archon
Sorted NameLantern Archon
FamilyArchon
Size and TypeSmall Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice Count1
Hit Dice1d8 (4 hp)
Random Hit Points1d8 - 0
Initiative+4
SpeedFly 60 ft. (perfect) (12 squares)
Armor Class15 (+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/Reach5 ft./5 ft.
Special AttacksSpell-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

SavesFort +2 (+6 against poison), Ref +2, Will +2
AbilitiesStr 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

EnvironmentA lawful good-aligned plane
Challenge Rating2
Organization

Solitary, pair, or squad (3-5)

TreasureNone
AlignmentAlways lawful good
Advancement2-4 HD (Small)
Level Adjustment-
VersionSRD
SourcesSystem 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 Archon
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.

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, ,