Hesperid Queen

CREATURE 19

uncommon ln medium fey light nymph 

Perception +34; low-light vision

Languages Celestial, Common, Draconic, Sylvan, Utopian

Skills Acrobatics +32, Arcana +30, Athletics +28, Deception +37, Diplomacy +39, Intimidation +37, Nature +32, Performance +35, Society +30, Stealth +32

Str +5 Dex +9 Con +6 Int +7 Wis +7 Cha +10

Tied to the Land As lampad queen, except the hesperid queen is tied to an isolated region such as an island or island chain, a remote coast, or a secluded valley. Their counteract modifier is +37 and their counteract level is 10.

AC  45; Fort +31, Ref +36, Will +34

HP 306; Weaknesses cold iron 15

Nymph's Beauty (aura, emotion, enchantment, incapacitation, mental, primal, visual) 30 feet. As lampad queen, except the save DC is 38, and creatures that fail their save become transfixed in awe, causing them to be stunned for 1 round.

Speed 30 feet, fly 90 feet

Melee [>] sunset ribbon +36 (agile, finesse), Damage 4d10+13 slashing plus 1d6 fire and 1d6 positive

Ranged [>] sunset ray +36 (magical, range increment 120 feet), Damage 4d12+13 fire plus 1d6 positive

Primal Prepared Spells DC 44; 10th primal phenomenon; 9th meteor swarm, storm of vengeance, sunburst; 8th punishing winds, stone skin, wind walk; 7th energy aegis, regenerate, volcanic eruption; 6th dispel magic, slow, true seeing; 5th control water, death ward, hallucinatory terrain; 4th freedom of movement, resist energy, solid fog; 3rd earthbind, haste, meld into stone; 2nd animal messenger, glitterdust, water breathing; 1st feather fall, gust of wind, pass without trace; Cantrips (10th) detect magic, electric arc, guidance, prestidigitation, read aura

Primal Innate Spells DC 44, attack +36; 10th searing light; Cantrips (10th) dancing lights, light

Change Shape [>] (polymorph, primal, transmutation; page 304) Lampad queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a version of their natural form that more closely resembles a humanoid.

Create Golden Apple [>>] (primal, transmutation) While the hesperid is within their bonded location, they can spin golden light around an object they're holding of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk. The golden apple reverts back to its original shape after a full day away from the hesperid's bonded location, or when the hesperid spends a single action (which has the concentrate trait) to end the effect.

Focus Beauty [>] (emotion, enchantment, incapacitation, mental, primal, visual) As lampad queen, except that on a failure, a target that wasn't already affected by the aura becomes overwhelmed with visions of bliss and beauty. The creature departs from the hesperid queen's domain as quickly and efficiently as it can for 1 hour, after which time it forgets ever reaching the hesperid queen's domain, how it did so, and everything that happened while it was within the domain.

Inspiration [>>>] (emotion, enchantment, mental, primal) A lampad queen can inspire a single intelligent creature by giving that creature a token of their favor, typically a lock of their hair. As long as the creature carries the token and remains in good standing with the lampad queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves. If a lampad queen grants their Inspiration to a bard and they are that bard's muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey.

Bestiary 3, page 191.

Open Hesperid Queen in the interactive creatures list or browse all creatures starting with H.