Monster
Lantern Archon
Outside your table’s allowed sources
Official reference · MPP · 2014
- Creature type
- Celestial
- Size
- Small
- Armor class
- 13
- Hit points
- 22 (5d6 + 5)
- Speed
- Fly 60 ft. (hover)
- Challenge rating
- 2
- Alignment
- Lawful Good
- Strength
- 1
- Dexterity
- 16
- Constitution
- 12
- Intelligence
- 6
- Wisdom
- 12
- Charisma
- 13
- Passive Perception
- 13
- Skills
- perception: +3
- Senses
- darkvision 120 ft.
- Languages
- all
- Resistances
- resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- lightning, radiant
- Condition Immunities
- exhaustion, grappled, paralyzed, prone, restrained
Traits
Aura of Menace
As long as the archon doesn't have the incapacitated condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a DC 11 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours.
Illumination
The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Incorporeal Movement
The archon can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage.
Actions
Multiattack
The archon makes two Radiant Strike attacks. It can replace one attack with a use of Teleport.
Melee Weapon Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) radiant damage.
The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.
Bonus actions
Shift Radiance
The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity.
The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
At will: detect evil and good
1/day: aid