3e SRD:Celestial, Lantern Archon
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|This material is published under the OGL|
|Size/Type:||Small Outsider (Good, Lawful)|
|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|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary, pair, or squad (3-5)|
|Alignment:||Always lawful good|
|Advancement:||2-4 HD (Small)|
Celestials speak Celestial, Infernal, and Draconic.
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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