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- Lantern Archon
- Tiny Celestial, Lawful Good
- Armor Class 13
- Hit Points 10 (3d4+3)
- Speed 20 ft., fly 40 ft.
- STR 6 (-2)
- DEX 17 (+3)
- CON 13 (+1)
- INT 11 (+0)
- WIS 12 (+1)
- CHA 14 (+2)
- Skills Diplomacy +4, Insight +3, Perception +4, Stealth +5
- Damage Resistance Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Damage Immunities Radient, Poison
- Condition Immunities: Poisoned
- Senses Darkvision 120 Ft., passive Perception 11
- Languages Celestial, Common
- Challenge 1 (200 XP)
- Shapechanger. The Lantern Archoncan use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
- Divine's Sight. Magical darkness doesn't impede the imp's darkvision.
- Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
- Actions
- Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make on a dc on a failed save, or half as much damage on a successful one
- Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
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