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Lantern Archon and Coure for 5e
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<blockquote data-quote="Brakkis" data-source="post: 6800112" data-attributes="member: 6808957"><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">I gave a shot at updating the Lantern Archon and the Coure from 3.5 </span></span><span style="font-size: 12px"><span style="font-family: 'book antiqua'">for use as Familiars in 5e over on my Celestial Warlock Pact and came up with these figures. Thought I'd post them here for people to mull over and hopefully get some feedback on my efforts.</span></span></p><p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'century gothic'"><span style="font-size: 12px">--------------------</span></span></p> <p style="text-align: center"></p><p><strong><span style="font-family: 'book antiqua'"><span style="font-size: 12px"></span></span></strong></p><p><strong><span style="font-family: 'book antiqua'"><span style="font-size: 12px">Variant: Lantern Archon Familiar</span></span></strong></p><p><strong><span style="font-family: 'book antiqua'"><span style="font-size: 12px"></span></span></strong><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px">Spellcasters who seek to do good and bring a semblance of order to the world may find themselves in contact with a lantern archon. The lantern archon is a righteous servant, often conversing with it's master in order to lead them down the morally lawful path. Together with it's master, the lantern archon seeks to bring light to the dark places in the world. Such lantern archons have the following trait.</span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span><p style="margin-left: 20px"><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px"><strong><em>Familiar.</em></strong> The lantern archon can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the lantern archon senses as long as they are within 1 mile of each other. While the lantern archon is within 10 feet of its master, the master shares the lantern archon's <em>Planar Circle</em> trait. Should it's master ever deviate too greatly from the path of light, the lantern archon can end its service as a familiar, ending the telepathic bond.</span></span></span></p><p></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 15px"><strong>Lantern Archon</strong></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 15px"><span style="font-size: 10px"><em>Tiny celestial (archon), lawful good</em></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 15px"><span style="font-size: 10px"><em></em></span></span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Armor Class </strong>- 12</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Hit Points </strong>- 5 (2d4)</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Speed </strong>- Fly 60ft.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Str </strong>6 (-2) <strong>Dex</strong> 10 (+0) <strong>Con</strong> 11 (+0) <strong>Int</strong> 12 (+1) <strong>Wis</strong> 16 (+3) <strong>Cha </strong>14 (+2)</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Skills</strong> - Insight +5, Perception +4, Persuasion +4</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Damage Resistances</strong> - Cold, Necrotic; Bludgeoning, Piercing, and Slashing from non-magical weapons.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Damage Immunities</strong> - Electricity</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Condition Immunities </strong>- Petrification, Poison</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Senses </strong>- </span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px">Darkvision 120ft., passive Perception 15</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Languages </strong>- Celestial, understands Common but can't speak it</span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Challenge </strong>- 1 (200 XP)</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong><em>Lantern </em></strong>- The lantern archon's body acts as the spell <em>Continual Flame </em>at all times. Only their destruction can extinguish their glow, though they can dim themselves.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong><em></em></strong></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong><em>Planar Circle</em></strong> - The lantern archon is always under the effects of <em>Protection from Evil and Good</em>.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><em><strong>Limited Telepathy</strong></em> - The lantern archon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><u>Actions</u></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"><strong><em>Sacred Flame</em></strong><em> - evocation cantrip, </em>range 60ft., 1 creature. <em>Cast:</em> Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DC 13 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. </span></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"><strong><em>Dancing Lights</em></strong> - <em>evocation cantrip, </em>range 60ft., 1 creature. <em>Cast</em><em>:</em> The lantern archon creates up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Whichever form is chosen, each light sheds dim light in a 10-foot radius. As a bonus action on it's turn, it can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.</span></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></span></p><p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'century gothic'">--------------------</span></span></p> <p style="text-align: center"><span style="font-size: 12px"></span></p><p><strong><span style="font-family: 'book antiqua'"><span style="font-size: 12px">Variant: Coure Familiar</span></span></strong></p><p><strong><span style="font-family: 'book antiqua'"><span style="font-size: 12px"></span></span></strong><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px">Coure's occasionally find themselves drawn to spellcasters seeking to overcome injustice or oppression, or when battling fiends. A coure seeks to do good in the world, but they are also notorious pranksters, viewing life as something to be enjoyed and celebrated. While they assist their master in helping fight evil, they may also goad them into participating in their pranks, even in battle. Such coures have the following trait.</span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span><p style="margin-left: 20px"><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px"><strong><em>Familiar.</em></strong> The coure can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the coure senses as long as they are within 1 mile of each other. While the coure is within 10 feet of its master, the master shares the coure's <em>Planar Circle</em> trait. If a coure feels it's master is too stifling of it's joyous lifestyle, it can end its service as a familiar, ending the telepathic bond.</span></span></span></p> <p style="margin-left: 20px"><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 15px"><strong>Coure</strong></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 15px"><span style="font-size: 10px"><em>Tiny celestial (eladrin, shapechanger), chaotic good</em></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 15px"><span style="font-size: 10px"><em></em></span></span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Armor Class </strong>- 13</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Hit Points </strong>- 9 (3d4)</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Speed </strong>- 20 ft., Fly 60ft.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Str </strong>6 (-2) <strong>Dex</strong> 18 (+4) <strong>Con</strong> 10 (+0) <strong>Int</strong> 12 (+1) <strong>Wis</strong> 10 (+0) <strong>Cha </strong>16 (+3)</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Skills</strong> - Deception +5, Persuasion +5, Sleight of Hand +6, Stealth +6</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Damage Resistances</strong> - Acid, Cold; Bludgeoning, Piercing, and Slashing from non-magical weapons.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Damage Immunities</strong> - Electricity</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Condition Immunities </strong>- Petrification, Poison</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Senses </strong>- </span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px">passive Perception 12</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Languages </strong>- </span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px">Common, Celestial</span></span><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong>Challenge </strong>- 1 (200 XP)</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong><em>Shapechanger</em></strong> - The coure can use it's action to assume the form of an incorporeal ball of light. While in this form, the coure is immune to damage from all non-magical sources. It can phase through solid objects and create a light source of up to 30ft. It can not attack in this form.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong><em></em></strong></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><strong><em>Planar Circle</em></strong> - The coure is always under the effects of <em>Protection from Evil and Good</em>.</span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><u>Actions</u></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"><strong><em>Sleeping Dagger</em></strong><em> - Melee Weapon Attack</em>, +6 to hit, reach 5ft., 1 creature. <em>Hit:</em> 7 (1d4+4) slashing damage. The target must succeed on a DC 10 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or another creatures uses an action to wake it.</span></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></span></p><p><span style="font-family: 'book antiqua'"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"><strong><em>Invisibility</em></strong><em> - </em>The coure magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the coure wears or carries is invisible with it.</span></span></span></span></p></blockquote><p></p>
[QUOTE="Brakkis, post: 6800112, member: 6808957"] [SIZE=3][FONT=book antiqua]I gave a shot at updating the Lantern Archon and the Coure from 3.5 [/FONT][/SIZE][SIZE=3][FONT=book antiqua]for use as Familiars in 5e over on my Celestial Warlock Pact and came up with these figures. Thought I'd post them here for people to mull over and hopefully get some feedback on my efforts.[/FONT][/SIZE] [CENTER] [FONT=century gothic][SIZE=3]--------------------[/SIZE][/FONT] [/CENTER] [B][FONT=book antiqua][SIZE=3] Variant: Lantern Archon Familiar [/SIZE][/FONT][/B][FONT=book antiqua][SIZE=3][SIZE=2]Spellcasters who seek to do good and bring a semblance of order to the world may find themselves in contact with a lantern archon. The lantern archon is a righteous servant, often conversing with it's master in order to lead them down the morally lawful path. Together with it's master, the lantern archon seeks to bring light to the dark places in the world. Such lantern archons have the following trait. [/SIZE][/SIZE][/FONT][INDENT][FONT=book antiqua][SIZE=3][SIZE=2][B][I]Familiar.[/I][/B] The lantern archon can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the lantern archon senses as long as they are within 1 mile of each other. While the lantern archon is within 10 feet of its master, the master shares the lantern archon's [I]Planar Circle[/I] trait. Should it's master ever deviate too greatly from the path of light, the lantern archon can end its service as a familiar, ending the telepathic bond.[/SIZE][/SIZE][/FONT][/INDENT] [FONT=book antiqua][SIZE=4][B]Lantern Archon[/B] [SIZE=2][I]Tiny celestial (archon), lawful good [/I][/SIZE][/SIZE][/FONT][FONT=book antiqua][SIZE=2][B]Armor Class [/B]- 12 [B]Hit Points [/B]- 5 (2d4) [B]Speed [/B]- Fly 60ft. [/SIZE][/FONT][FONT=book antiqua][SIZE=2][B]Str [/B]6 (-2) [B]Dex[/B] 10 (+0) [B]Con[/B] 11 (+0) [B]Int[/B] 12 (+1) [B]Wis[/B] 16 (+3) [B]Cha [/B]14 (+2) [B]Skills[/B] - Insight +5, Perception +4, Persuasion +4 [B]Damage Resistances[/B] - Cold, Necrotic; Bludgeoning, Piercing, and Slashing from non-magical weapons. [B]Damage Immunities[/B] - Electricity [B]Condition Immunities [/B]- Petrification, Poison [B]Senses [/B]- [/SIZE][/FONT][FONT=book antiqua][SIZE=2]Darkvision 120ft., passive Perception 15 [B]Languages [/B]- Celestial, understands Common but can't speak it[/SIZE][/FONT][FONT=book antiqua][SIZE=2] [B]Challenge [/B]- 1 (200 XP) [B][I]Lantern [/I][/B]- The lantern archon's body acts as the spell [I]Continual Flame [/I]at all times. Only their destruction can extinguish their glow, though they can dim themselves. [B][I] Planar Circle[/I][/B] - The lantern archon is always under the effects of [I]Protection from Evil and Good[/I]. [I][B]Limited Telepathy[/B][/I] - The lantern archon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. [SIZE=3][U]Actions[/U] [SIZE=2][B][I]Sacred Flame[/I][/B][I] - evocation cantrip, [/I]range 60ft., 1 creature. [I]Cast:[/I] Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DC 13 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. [B][I]Dancing Lights[/I][/B] - [I]evocation cantrip, [/I]range 60ft., 1 creature. [I]Cast[/I][I]:[/I] The lantern archon creates up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Whichever form is chosen, each light sheds dim light in a 10-foot radius. As a bonus action on it's turn, it can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. [/SIZE][/SIZE][/SIZE][/FONT] [CENTER][SIZE=3][FONT=century gothic]--------------------[/FONT] [/SIZE][/CENTER] [B][FONT=book antiqua][SIZE=3]Variant: Coure Familiar [/SIZE][/FONT][/B][FONT=book antiqua][SIZE=3][SIZE=2]Coure's occasionally find themselves drawn to spellcasters seeking to overcome injustice or oppression, or when battling fiends. A coure seeks to do good in the world, but they are also notorious pranksters, viewing life as something to be enjoyed and celebrated. While they assist their master in helping fight evil, they may also goad them into participating in their pranks, even in battle. Such coures have the following trait. [/SIZE][/SIZE][/FONT][INDENT][FONT=book antiqua][SIZE=3][SIZE=2][B][I]Familiar.[/I][/B] The coure can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the coure senses as long as they are within 1 mile of each other. While the coure is within 10 feet of its master, the master shares the coure's [I]Planar Circle[/I] trait. If a coure feels it's master is too stifling of it's joyous lifestyle, it can end its service as a familiar, ending the telepathic bond. [/SIZE][/SIZE][/FONT][/INDENT] [FONT=book antiqua][SIZE=3][SIZE=2] [/SIZE][/SIZE][/FONT] [FONT=book antiqua][SIZE=4][B]Coure[/B] [SIZE=2][I]Tiny celestial (eladrin, shapechanger), chaotic good [/I][/SIZE][/SIZE][/FONT][FONT=book antiqua][SIZE=2][B]Armor Class [/B]- 13 [B]Hit Points [/B]- 9 (3d4) [B]Speed [/B]- 20 ft., Fly 60ft. [/SIZE][/FONT][FONT=book antiqua][SIZE=2][B]Str [/B]6 (-2) [B]Dex[/B] 18 (+4) [B]Con[/B] 10 (+0) [B]Int[/B] 12 (+1) [B]Wis[/B] 10 (+0) [B]Cha [/B]16 (+3) [B]Skills[/B] - Deception +5, Persuasion +5, Sleight of Hand +6, Stealth +6 [B]Damage Resistances[/B] - Acid, Cold; Bludgeoning, Piercing, and Slashing from non-magical weapons. [B]Damage Immunities[/B] - Electricity [B]Condition Immunities [/B]- Petrification, Poison [B]Senses [/B]- [/SIZE][/FONT][FONT=book antiqua][SIZE=2]passive Perception 12 [B]Languages [/B]- [/SIZE][/FONT][FONT=book antiqua][SIZE=2]Common, Celestial[/SIZE][/FONT][FONT=book antiqua][SIZE=2] [B]Challenge [/B]- 1 (200 XP) [B][I]Shapechanger[/I][/B] - The coure can use it's action to assume the form of an incorporeal ball of light. While in this form, the coure is immune to damage from all non-magical sources. It can phase through solid objects and create a light source of up to 30ft. It can not attack in this form. [B][I] Planar Circle[/I][/B] - The coure is always under the effects of [I]Protection from Evil and Good[/I]. [SIZE=3][U]Actions[/U] [SIZE=2][B][I]Sleeping Dagger[/I][/B][I] - Melee Weapon Attack[/I], +6 to hit, reach 5ft., 1 creature. [I]Hit:[/I] 7 (1d4+4) slashing damage. The target must succeed on a DC 10 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or another creatures uses an action to wake it. [B][I]Invisibility[/I][/B][I] - [/I]The coure magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the coure wears or carries is invisible with it.[/SIZE][/SIZE][/SIZE][/FONT] [/QUOTE]
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Lantern Archon and Coure for 5e
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