XP 600
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
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)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –4; CMD 6
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.