Small Celestial, Lawful Good
Armor Class 20
Hit Points 32 (5d6 + 15)
Speed 60 ft.
STR
1 (-5)
DEX
16 (+3)
CON
16 (+3)
INT
8 (-1)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws CON +5
Skills Perception +8
Damage Immunities Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Exhaustion, Grappled, Paralyzed, Prone, Restrained
Senses Darkvision 120ft, Passive Perception 18
Languages All Can understand but not speak Can understand all Languages but cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2
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 13 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn.

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.

Radiant Strike. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) radiant damage.

Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.

Spellcasting. The Lantern Archon is a being of celestial magic and can cast the following spells (Save DC = Chain Warlock's Spell Save DC):
At will: Detect Good and Evil
1st level (1/day): Aid

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.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The lowest-ranked archons, lantern archons greet newly arrived souls to the Holy Mountain. On their native plane they appear as glowing, winged balls of vaporous light wrapped in a gleaming metal lattice, although they have no more physical substance than smoke. On other planes, they appear as bullseye lanterns of high quality and are often mistaken for mundane objects as they serve as forward scouts for the forces of the celestial plane on the material plane.

When confronting those who approach with ill intentions, lantern archons strike with searing bolts of focused light, flitting from place to place between blasts to confound their foes.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

LukotheLionheart