Archon, Lantern Archon

Small Celestial, lawful good

Armor Class 13

Hit Points 36 (8d8)

Speed fly 60 ft.

2 (-4) 11 (1) 10 (0) 6 (-2) 13 (2) 14 (2)
  • Saving Throws Wis +3, Cha +4

    Skills Insight +3, Perception +3

    Damage Resistances poison

    Damage Immunities electricity

    Condition Immunities charmed, exhaustion, frightened, poisoned

    Senses darkvision 60 ft., passive Perception 13

    Languages Archons can speak with any creature that has a language.

    Challenge 2 (450 XP)

  • Aura of Menace. A righteous aura surrounds archons when they fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Wisdom saving throw (DC 12) to resist its effects. Those who fail have disadvantage on attack rolls 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.

    Innate Spellcasting. The lantern archon’s spellcasting ability is Charisma (spell save DC 12). The lantern archon can innately cast the following spells, requiring no material components:
    At will: aid, continual flame, detect good and evil
    1/day: teleport


    Light Ray. Ranged Spell Attack. Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d4 + 2) radiant damage.

Lantern archons appear as floating balls of light that glow about as brightly as a torch. They are tireless defenders of good and law, attacking their enemies at range using beams of light. Lantern archons are commonly found in the company of warbands of hound, sword, tome, and warden archons. Only rarely are they found alone or in a group of only other lantern archons.