Aura of Menace. As a Bonus the Lantern Archon can activate the aura which damage's all in a 20 foot area centered on the Lantern Archon must make a DC 17 Wisdom save, on a fail save the target(s) has Disadvantage on all attacks for 2 Rounds, and suffer a -2 AC for 2 rounds. This affect does not stack and can only apply once every two rounds to the targets that failed. If the Lantern Archon is hit with an attack, it must make a DC 18 Concentration check or the aura drops.
Illumination: Lantern Archons emit a bright light from between 5-40 feet as bright or dim light at the same increment. Lanterns can choose how bright their light is at will. Changing the intensity of the light happens with but a thought and doesn't require any action.
Aura of Life. Lantern Archons can detect any evil forces with in 60 feet of it, the aura also provides protection to it versus evil creatures, this protection gives the Lantern Archon are resistance to all damage dealt by Evil Aligned entities. If the Lantern is killed in any Plane other than the positive plane, they are reborn in 1d4 in weeks.
Spacial Shift. As a Bonus Action the Lantern Archon can teleport up to 90 feet to any area the Lantern can see, alternatively they can use this to move into other planes as per Plane Shift, they do this as an At Will effect and does not need any required components of the spell. Recharge: 5 - 6
Spellcasting. The Lantern Archon is a 4th Level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Hound Archon has following spells prepared:
2/ day: Banishment, Mass Healing Word
1/ day: Scorching Ray
Multiattack. The Lantern Archon may make three Divine Light attacks in a round, so long as it hasn't moved that turn or done any other action.
Divine Light. Ranged Magical Attack: +7 to hit, range 10ft./90 ft., 1- 2 target(s). Hit: 14 (1d10 + 8) Radiant damage per a beam, or Hit: 20 (2D10 + 8) Radiant Damage for all two.
When using this ability the Lantern Archon may choose to attack one target or two. Although the Lantern Archon usual chosen tactic is to take out one target at a time. Each Ray is a separate attack roll, but counts as one action.
Description
Lantern archons were the lowest-raking of the archons, the souls of those good and lawful who had recently died. They were particularly favored as servants by the gods Cyrrollalee, Dugmaren, Brightmantle, Eilistraee, Milil, and Mystra. Most often they are found with Hound Archons, and add support to the warriors of the celestia.
These creatures often are not found fighting in melee, rather they tend to float just out of range of their targets but with in range of the aura of menace and take pot shots at them with Divine Light. They generally will focus down one target dwindling down a party's numbers one at a time. They also have restorative magics that allow them to act as aid for the other Archons they are task with.
Lantern archons appeared as spheres of soft, glowing light, about as bright as a torch, from about one to three feet in diameter, up to a bright light able to shed away the darkness. Even though they are disembodied light the older they become the more ornate encasing themselves in rare metals. It was impossible to extinguish their light without destroying them.
Lantern archons, being relatively new to their plane, were not very intelligent or wise.
If the Lantern Archon is adorned in precious metals the DM should allow the players to collect the metals that are worth between 50 Gold Pieces to 300 gold pieces.
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