Archon, Lantern (CR 2)

Small Outsider (Archon, Extraplanar, Good, and Lawful)
Alignment: Always lawful good
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., Listen +4, and Spot +4
Languages: Tongues SA


AC: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Hit Dice: 1d8 (4 hp); DR: 10/evil and magic
Fort +2(+6 against poison), Ref +2, Will +2
Speed: Fly 60 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -8
Attack: light ray +2 ranged touch
Full Attack: 2 light rays +2 ranged touch
Damage: Light ray 1d6
Special Attacks/Actions: Spell-like abilities
Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Special Qualities: Aura of menace, immunity to electricity and petrification, magic circle against evil, teleport
Feats: Improved Initiative
Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, and Spot +4
Advancement: 2-4 HD (Small)
Climate/Terrain: Seven Mounting Heavens of Celerity
Organization: Solitary, pair or squad (3-5)
Treasure/Possessions: no coins, double goods, standard items

Source: Monster Manual

Light Ray (Ex): A lantern archon's light rays have a range of 30 feet.

Spell-Like Abilities: At will - aid, detect evil, and continual flame. These abilities are as the spells cast by a 3rd-level sorcerer.

Celestial Qualities: Aura of menace (save DC 11), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC varies with the type of archon. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that archon's aura for one day.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds archons, identical with the spell cast by a sorcerer whose level equals the archon's Hit Dice. The effect can be dispelled, but the archon can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)

Teleport (Su): Archons can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.

Tongues (Su): Can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).