Lantern archon/pf


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Lantern archon
CR 2 (600 XP)
Always LG Small outsider (archon, extraplanar (Mount Celestia), good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 12)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil
Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd; concentration +3; ranged touch +3):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
Statistics

Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4; CMD 6

Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (Planes) +3, Perception +4, Sense Motive +5
Skill Points 8
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
Ecology
Environment Mount Celestia or Upper Planes
Organization solitary, pair, or squad (3-6)
Treasure none
Special Abilities

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 on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours 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 the same archon's aura for 24 hours.

Gestalt (Su): 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.

Light Ray (Ex): 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. However, this attack can only harm those with ill intent towards the archon or their allies.

Truespeech (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Lantern Archon Lore

Knowledge (the planes)
DC Result
12 This creature is a lantern archon, a small outsider celestial that are usually very friendly and eager to help wherever they can. This result reveals all outsider and archon traits.
17 Though quite resilient to physical attacks for their size, lantern archons are very vulnerably to weapons of evil alignment. In combat they prefer to hover just close enough to bring their enemies in range of their aura of menace, and attack with their special light ray ability.

Reference

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