Lantern Malak 3.5


Small Outsider (Extraplanar, Good, Malak)

Hit Dice: 2d8 (9 hp)

Initiative: +4

Speed: Fly 60 ft. (perfect) (12 squares)

Armor Class: 15 (+1 size, +4 natural)

Base Attack/Grapple: +2/-7

Attack: Light Ray +3 ranged touch (1d6)

Full Attack: 2 light rays +3 ranged touch (1d6)

Space/Reach: 5 ft./ 5 ft.

Special Attacks: Spell-like abilities

Special Qualities: Angel, damage reduction 5/evil, darkvision 60 ft., divine messenger, immunity to electricity and petrification, low-light vision, 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 +6, Knowledge (the planes) +2, Listen +4, Sense Motive +6, Spot +4

Feats: Improved Initiative

Environment: Any good-aligned plane

Organization: Solitary, pair or squad

Challenge Rating: 2

Treasure: None

Alignment: Always good (any)

Advancement: 2-6 HD (Small)

Level Adjustment: -

The lantern malak is the first state of those souls that were sufficiently good as to become petitioners in the upper realms. Sometimes called lantern angels, these creatures appear as floating balls of light, although those that look closely enough can sometimes make out the vestiges – or beginnings – of a face. Though all lantern malakim glow, there are subtle variations in the level of brightness each one exhibits, as well as what hue is taken on – this notwithstanding, the color is never too far from being able to be described as white.

It is the role of the lantern malakim to bear messages of faith, hope, peace and joy on behalf of the powers of good. These messages are usually for simple, good-hearted people, rather than earthshaking declarations to entire nations.

Spell-like Abilities: At will – aid, detect evil, continual flame, message. Caster level 3rd.

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