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LampadCreature 5


CNMediumEarthFeyNymph
Source Pathfinder Bestiary 3
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; Reflex +14; Will +12;
HP 85
Speed 25 feet (climb 25 feet)
Weaknesses Coldiron 5

Earthen Fist One Action +14 (+10, +6) to hit (agile, finesse) 2d10+2 Bludgeoning
Light Wisp One Action +14 (+9, +4) to hit (magical, range increment 30) 1d6 Positive + 1d8+2 Mental + 1d6 Fire

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Weep One Action (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.


Primal Innate Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Dancing Lights
1st Level: Heal, Pummeling Rubble
2nd Level: Faerie Fire
3rd Level: Meld into Stone (At Will)
4th Level: Shape Stone


Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, but they also safeguard well-meaning innocents from the dangers that lurk below the surface. Lampads are so-named for the wisps of magic light they often carry, guiding the lost to safety while luring threats to their doom. Lampads' mercurial nature makes their reactions difficult to predict, though they rarely demonstrate outright malice without sufficient provocation.


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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

Fey

Creatures of the First World are called the fey.