CREATURE 5
Perception +12; darkvision
Languages Aklo, Common, Sylvan, Undercommon
Skills Acrobatics +12, Athletics +9, Diplomacy +14, Nature +10, Occultism +11, Performance +14, Society +9, Stealth +12
Str +0 Dex +5 Con +4 Int +2 Wis +3 Cha +5
AC 22; Fort +11, Ref +14, Will +12
HP 85; Weaknesses cold iron 5
Cavern Dependent A lampad is mystically bonded to a single cavern or other self-contained underground area and must remain within 300 feet of it. If they move beyond that range, they become sickened 1 and are unable to recover. They must attempt a DC 19 Fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, they become drained 1, with this value increasing by 1 every additional 24 hours. A lampad can perform a 24-hour ritual to bond to a new cavern.
Speed 25 feet, climb 25 feet
Melee earthen fist +14 (agile, finesse), Damage 2d10+2 bludgeoning
Ranged light wisp +14 (magical, range increment 30 feet), Damage 1d8+2 mental plus 1d6 fire and 1d6 positive
Primal Innate Spells DC 22; 4th shape stone; 3rd meld into stone (at will), pummeling rubble; 2nd faerie fire, heal; Cantrips (4th) dancing lights
Weep (auditory, emotion, enchantment, mental, primal) Frequency once per round; Effect The lampad begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 30 feet who hears the lampad's weeping must succeed at a DC 20 Will save or be unable to use reactions for 1 round and slowed 1 on its next turn as it sobs uncontrollably.
Bestiary 3, page 188.
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