Hesperid

CREATURE 9

ln medium fey light nymph 

Perception +19; low-light vision

Languages Common, Sylvan, Utopian

Skills Acrobatics +19, Athletics +11, Deception +19, Diplomacy +21, Intimidation +19, Nature +19, Performance +21, Society +17, Stealth +17

Str +0 Dex +6 Con +4 Int +4 Wis +4 Cha +6

AC  28; Fort +15, Ref +21, Will +19

HP 175; Weaknesses cold iron 10

Sunset Dependent A hesperid is mystically bonded to a single remote location with a good view of the sunset—usually an island, coastal cliff, or valley. If they aren't at that location and able to see the sky at sunset on any given day, they become drained 1, increasing the value by 1 for each missed sunset and reducing by 1 only when they see the sunset. A hesperid can perform a 24-hour ritual to bond to a new location.

Speed 30 feet, fly 60 feet

Melee [>] sunset ribbon +21 (agile, finesse), Damage 2d10+6 slashing plus 1d6 fire and 1d6 positive

Ranged [>] sunset ray +21 (magical, range increment 60 feet), Damage 2d12+6 fire plus 1d6 positive

Primal Innate Spells DC 28, attack +20; 5th heal, searing light; 2nd faerie fire; 1st illusory disguise (×3); Cantrips (5th) dancing lights, light

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.

Bestiary 3, page 189.

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