BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Candle Archon

Candle Archons are smaller, weaker versions of Lantern Archons, often serving as familiars to good-aligned spellcasters. Candle archons appear as tiny flying orbs of brilliant, heavenly light. A candle archon’s light is only extinguished when the creature dies.   Curious and Quick. Candle archons are fast and nimble. They use their speed to be the first into a room or to round a corner to see what lies ahead. They ask many polite questions of their companions, often trying to understand the motivations behind a creature’s actions (especially if that creature is a mortal). This is all done in kindness. Candle archons want to better understand new people, especially those who might be worthy of their help.   First of the Archons. All archons begin life in a lantern or candle incarnation. As such these two types of celestials are the most numerous and weakest of the archons. As shining balls of light, they can only physically manipulate their environment through sheer force of will. While a candle archon’s will is strong, it is not enough to be of great help in physical tasks. Candle archons which demonstrate a loyal zeal for accomplishing good eventually evolve into greater beings.

Remove these ads. Join the Worldbuilders Guild

Candle Archon

Tiny celestial, lawful good
Armor Class 13
Hit Points 7 3d4
Speed Fly: 60ft

STR
2 -4
DEX
16 +3
CON
10 0
INT
6 -2
WIS
12 +1
CHA
12 +1

Saving Throws Dex +5, Wis +3
Skills Perception +3
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities Lightning, radiant
Condition Immunities exhaustion, petrified
Senses darkvision 60 ft., passive perception 13
Languages all, telepathy 60 ft.
Challenge 1


Illumination. The archon sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Innate Spellcasting. The archon’s spellcasting ability modifier is Charisma (spell save DC 11). It can innately cast the following spells. At will: detect evil and good 1/day: aid, continual flame, protection from evil and good   Variant: Familiar. The archon can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the archon senses as long as they are within 1 mile of each other. At any time and for any reason, the archon can end its service as a familiar, ending the telepathic bond.


Actions

Light Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (2d6) radiant damage.


 

Comments

Please Login in order to comment!