Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 17; 4th read omens; 1st detect alignment (at will; evil only), heal; Cantrips (1st) light
Ability
Gestalt
(concentrate, divine, transmutation) Nine lantern archons can use this activity, all within 1 round of the first, to merge together to form a composite being for 7 rounds that appears as a glowing warrior of light. The gestalt has the base statistics of a legion archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells and special abilities of a lantern archon. Additionally, it has a ranged light ray Strike (+18 attack, Damage 3d4 fire and 3d4 good), and the bonus from its Lantern of Hope increases to +3. When the gestalt separates, its remaining Hit Points are divided evenly among the lantern archons, and if the gestalt had fewer than 9 HP, some of the lantern archons die.
Ability
Lantern of Hope
(concentrate, divine, enchantment, mental) The lantern archon shines as a beacon of hope. Good allies within 30 feet gain a +1 status bonus to damage rolls and to saving throws against crushing despair.
Ability
Retributive Strike
A lantern archon can also make a Retributive Strike with its light ray.
Offense
Ranged
Circumstance: combat round (ranged)
light ray +8 [+4/+0] (agile, good, fire, magical, range 30 feet), Damage 1d4 fire plus 1d4 good
Trait
Archon
Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.
Trait
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Language
Draconic
Infernal
Perception
darkvision
Resistance
fire 3
Weakness
evil 3