Archon, Militant Lantern

This man-sized figure exudes bright light that blurs and obscures its features. It floats while swinging a silver sword that reflects the radiance.

Militant Lantern Archon CR 4

XP 1,200
Combat (soldier)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
Aura aura of menace (DC 16)

DEFENSE

AC 18, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 dodge, +2 natural; +2 deflect vs. evil)
hp 42 (5d10+15)
Fort +7, Ref +5, Will +3; +4 vs. poison
Immune electricity and petrification
DR 5/evil

OFFENSE

Speed 30 ft., fly 30 ft. (average)
Melee cold iron or silver longsword +8 (1d8+3/19-20), slam +8 (1d4+3)
Ranged 2 light rays +6 ranged touch (1d6)
Spell-Like Abilities (CL 5th)

STATISTICS

Str 16, Dex 13, Con 16, Int 11, Wis 8, Cha 15
Base Atk +5; CMB +8; CMD 20
Feats Dodge, Mobility, Spring Attack
Skills Acrobatics +8, Fly +9, Heal +4, Intimidate +8, Perception +7, Profession (soldier) +3
Languages Celestial; truespeech

SPECIAL ABILITIES

Light Ray (Ex)

The militant lantern archon can fire two beams of light to damage foes as a full-attack action or one ray as a standard-attack action. These light rays have a maximum range of 30 feet and overcome damage reduction of any type.

ECOLOGY

Environment any (Heaven)
Organization solitary, pair, or squad (3 6)
Treasure incidental (cold iron or silver longsword)

A lantern archon that proves itself in battle against the Abyss or Hell might join the legions of Heaven as a foot-soldier in a never-ending war. These militant lantern archons shed their naivety and friendly nature for silent stoicism. They see too much death to remain the pure and curious creatures they once were, but make great sacrifices so others might remain innocent.

Section 15: Copyright Notice

The Genius Guide to the Talented Bestiary. Copyright 2017, Rogue Genius Games; Authors: ???

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