Archon, Lantern

System: Pathfinder | SRD

Archon, Lantern CR 2
XP 600
LG Outsider (archon, extraplanar, good, lawful) Small
Init +4 ; Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 (2d10+2)
Fort +4 Ref +3 Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil
Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Aura aura of menace (DC 13)
CMB -4 CMD 6
Statistics
Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
Special Abilities
Gestalt (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: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. 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.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.

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