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|This material is published under the OGL|
|Size/Type:||Small Outsider (Archon, Extraplanar, Good, Lawful)|
|Hit Dice:||1d8 (4 hp)|
|Speed:||Fly 60 ft. (perfect) (12 squares)|
|Armor Class:||15 (+1 size, +4 natural), touch 11, flat-footed 15|
|Attack:||Light ray +2 ranged touch (1d6)|
|Full Attack:||2 light rays +2 ranged touch (1d6)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Spell-like abilities|
|Special Qualities:||Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues|
|Saves:||Fort +2 (+6 against poison), Ref +2, Will +2|
|Abilities:||Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10|
|Skills:||Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4|
|Environment:||A lawful good-aligned plane|
|Organization:||Solitary, pair, or squad (3–5)|
|Alignment:||Always lawful good|
|Advancement:||2–4 HD (Small)|
Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.
A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.