Lantern Archon

Small Celestial, Lawful Good

STR
1 (-5)
DEX
16 (+3)
CON
12 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
13 (+1)
Aura of Menace.

As long as the archon doesn't have the incapacitated condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a DC 11 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours.

Illumination.

The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Incorporeal Movement.

The archon can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage.

Spellcasting.

The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:

At will: detect evil and good

1/day: aid

Actions

Multiattack.

The archon makes two Radiant Strike attacks. It can replace one attack with a use of Teleport.

Radiant Strike.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) radiant damage.

Teleport.

The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.

Bonus Actions

Shift Radiance.

The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity.

Find this creature in the encounter builder

Lantern Archon

Source: Morte's Planar Parade, p. 17 - Licenses and attribution