Upheaval

Lantern Archon

CR 2, LG Small Outsider (archon, extraplanar)

Senses: Perception 4, Darkvision 60, Low Light Vision

Speed: fly 60 ft. (perfect)  Skills: Athletics -3, Insight 5, Persuasion 5, Planes 3

Languages: Celestial, Draconic, Infernal, Truespeech

Ability Scores: Str 1 (-1), Dex 11 (+4), Con 12 (+5), Int 6 (-1), Wis 11 (+1), Cha 10 (+1)

INIT: +4  CP: +2  HP: 13 (2d10+2)  SA: 5  DC: 15

AC: 15  Touch: 11  Flat-footed: 15 [+4 Natural, +1 Size]

SR: --  Vulnerable: --  Resistant: Weapons 10  Bypass: Evil

Immunity: Electricity  Effect Immunity: Petrification, Sleep

QUALITIES

Aura of Menace (su, Aura) - A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a WIS save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours 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 the same archon's aura for 24 hours.

ACTIONS
Attacks

Gestalt (Full Round)(su) - Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: aura of menace, 2 light rays (2d6), weapon resistance 5. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Spell Like Abilities (At Will)
DESCRIPTION

Environment: Extraplanar (Heaven)

Organization: solitary, pair, squad (3-6)

Treasure: none

Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.