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Lantern Archon

Lantern archons appear as flying orbs of brilliant, heavenly light. Their light is a comfort to creatures with good souls and uncomfortably harsh for evil creatures. A lantern archon’s light is only extinguished when the creature dies.   Curious and Quick. Lantern 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. Lantern 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 lantern archon’s will is strong, it is not enough to be of great help in physical tasks. Lantern archons which demonstrate a loyal zeal for accomplishing good eventually evolve into greater beings.
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Lantern Archon

Small celestial, lawful good
Armor Class 16 (natural armor)
Hit Points 28 8d6
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, Con +2, 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 2


Aura of Menace. Any hostile creature within a 20-foot radius of the archon must make a DC 11 Wisdom saving throw at the start of its turn. Creatures who fail have disadvantage on attack rolls and saving throws for 24 hours or until they successfully hit the archon with an attack. Creatures who save or break the effect are immune to the archon’s Aura of Menace for 24 hours.   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


Actions

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


 

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