Celestials speak Celestial, Infernal, and Draconic.
Light Ray (Ex): A lantern archon's light rays have a
range of 30 feet.
Spell-Like Abilities: At will: aid, detect evil, and continual
flame. These abilities are as the spells cast by a 3rd-level
Aura of Menace (Su): A righteous aura surrounds a lantern archon
that fights or gets angry. Any hostile creature within a 20-foot radius
of an archon must succeed at a Will save (DC 11) to resist its effects.
Those who fail suffer a -2 morale penalty to attacks, AC, and saves
for one day or until they successfully hit the archon that generated
the aura. A creature that has resisted or broken the effect cannot be
affected again by that archon's aura for one day.
Magic Circle against Evil (Su): A magic circle against evil
effect always surrounds archons, identical with the spell cast by
a sorcerer whose level equals the archon's Hit Dice. The
effect can be dispelled, but the archon can create it again
during its next turn as a free action. (The defensive benefits
from the circle are not included in the statistics block.)
Teleport (Su): Archons can teleport without error at will, as
the spell cast by a 14th-level sorcerer, except that the creature
can transport only itself and up to 50 pounds of objects.
Tongues (Su): All celestials can speak with any creature that
has a language, as though using a tongues spell cast by a
14th-level sorcerer. This ability is always active.
Poison Saves (Ex): All celestials receive a +4 racial bonus
to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and