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HesperidCreature 9


LNMediumFeyLightNymph
Source Pathfinder Bestiary 3
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; Reflex +21; Will +19;
HP 175
Speed 30 feet (fly 60 feet)
Weaknesses Coldiron 10

Sunset Ribbon One Action +21 (+17, +13) to hit (agile, finesse) 2d10+6 Slashing + 1d6 Positive + 1d6 Fire
Sunset Ray One Action +21 (+16, +11) to hit (magical, range increment 60) 2d12+6 Fire + 1d6 Positive

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

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.

Create Golden Apple Two Actions (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.


Primal Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Dancing Lights, Light
1st Level: Heal, Illusory Disguise
2nd Level: Faerie Fire
3rd Level: Searing Light


Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, and hidden valleys, all places where the sunset's golden glow can have the strongest effect. Hesperides manipulate sunlight with dancelike motions, allowing them to create graceful ribbons of light at close range and searing rays at a distance.

Due to their connection to the beauty of the daily cycle of the setting sun, hesperides feel a satisfaction from methodical routine that can feel alien to wilder, more chaotic fey.


Nymphs are fey guardians of nature possessed of great beauty and forms that meld breathtaking humanoid features with the natural elements they guard. Nymph queens are powerful nymphs who rule over and protect a much greater territory of untouched wilderness. For instance, a lampad might guard a beautiful underground cavern, but a lampad queen might call an entire system of caves their domain.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fey

Creatures of the First World are called the fey.

Light

Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.