3e SRD:Celestial, Lantern Archon
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Lantern Archon[edit]
Size/Type: | Small Outsider (Good, Lawful) |
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Hit Dice: | 1d8 (4 hp) |
Initiative: | +4 (Improved Initiative) |
Speed: | Fly 60 ft. (perfect) |
AC: | 15 (+1 size, +4 natural) |
Attacks: | 2 light rays +2 ranged touch |
Damage: | Light ray 1d6 |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Spell-like abilities |
Special Qualities: | Damage reduction 20/+1, celestial qualities |
Saves: | Fort +2, Ref +2, Will +2 |
Abilities: | Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10 |
Skills: | |
Feats: | Improved Initiative |
Climate/Terrain: | Any land and underground |
Organization: | Solitary, pair, or squad (3-5) |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always lawful good |
Advancement: | 2-4 HD (Small) |
Celestials speak Celestial, Infernal, and Draconic.
Combat
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): All celestials 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.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.
All celestials receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
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.
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