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Lampad QueenCreature 15


Uncommon​CN​Medium​Earth​Fey​Nymph​
Source Pathfinder Bestiary 3
Perception +27 (darkvision)
Languages Aklo, Common, Sylvan, Terran, Undercommon, Stone Tell
Skills Acrobatics +27, Athletics +28, Deception +31, Diplomacy +33, Intimidation +33, Nature +27, Occultism +27, Performance +29, Society +25, Stealth +27
Str +3, Dex +8, Con +7, Int +4, Wis +4, Cha +8

AC 39; Fort +26; Reflex +29; Will +25;
HP 234
Speed 30 feet (climb 30 feet)
Weaknesses Coldiron 10

Earthen Fist One Action +29 (+25, +21) to hit (agile, finesse) 1d6 Mental + 3d10+9 Bludgeoning
Light Wisp One Action +29 (+24, +19) to hit (magical, range increment 60) 2d6 Fire + 2d8+9 Mental + 2d6 Positive

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.

Cavern Empathy

The lampad queen can use Diplomacy to Make an Impression on and make very simple Requests of subterranean animals, plants, and fungi, as well as stones.

Tied to the Land

A lampad queen is intrinsically tied to a specific underground region, usually a cave system. As long as the queen is healthy, the environment is exceptionally resilient, allowing the lampad queen to automatically attempt to counteract spells and rituals such as Blight that would harm the environment, with a +30 counteract modifier and a counteract level of 8.

When the lampad queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the lampad queen swiftly heals the entire region.

At-Will Spells

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

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Nymph's Beauty (aura, emotion, enchantment, incapacitation, mental, primal, visual)

30 feet Aura


Creatures that start their turn in the aura must succeed at a DC 33 will save or be Confused by the lampad queen's unearthly beauty for 1 minute. While confused by this effect, the creature's confused actions never include harming the lampad queen.

Change Shape One Action (polymorph, primal, transmutation)

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.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Despairing Weep One Action (auditory, emotion, enchantment, mental, primal)

Frequency once per round


Effect The lampad queen begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 120 feet who hears the lampad's weeping must succeed at a DC 36 will save with the effects of Crushing Despair.

Focus Beauty One Action (emotion, enchantment, incapacitation, mental, primal, visual)

The nymph queen focuses her beauty upon a target within her aura. The creature must attempt a DC 33 will save. On a failure, it is affected as if by the nymph queen's nymph's beauty aura; if it was already affected by the aura, the conflicting emotions from the lampad queen’s beauty intensify, causing the target to no longer get a flat check to end the confusion when it takes damage. The lampad queen can use a single action, which has the concentrate trait, to focus the emotions of a Confused creature toward a particular emotion, causing it to spend its next turn sobbing uncontrollably, fawning over the lampad queen, or otherwise performing no actions beyond experiencing its emotions.

Regardless of the save, the target is temporarily immune to Focus Beauty until the start of the lampad queen's next turn.

Inspiration Three Actions (emotion, enchantment, mental, primal)

A lampad queen can inspire a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair. As long as the creature carries her 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 her 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.

Effect: Nymph Queen's Inspiration


Primal Prepared Spells (DC 38, +30 to hit)

Cantrips (8th Level): Detect Magic, Electric Arc, Guidance, Prestidigitation, Stabilize
1st Level: Ant Haul, Fleet Step, Gust of Wind, Summon Plant or Fungus
2nd Level: Animal Messenger, Enlarge, Faerie Fire, Resist Energy
3rd Level: Earthbind, Haste, Slow
4th Level: Fly, Freedom of Movement, Stoneskin
5th Level: Death Ward, Passwall, Wall of Stone
6th Level: Flesh to Stone
7th Level: Energy Aegis, Regenerate, Volcanic Eruption
8th Level: Earthquake

Primal Innate Spells (DC 38, +30 to hit)

Cantrips (8th Level): Dancing Lights
1st Level: Heal, Pummeling Rubble
2nd Level: Faerie Fire
3rd Level: Meld into Stone (At Will)
4th Level: Shape Stone
6th Level: Stone Tell (Constant)


Lampad queens are capricious monarchs and protectors of vast underground domains, regarded in ballads and tales as allies and foes, monsters and muses. Lampad queens have a particular animosity for the many predominantly evil underground ancestries, such as drow and duergar, and they are particularly fond of bats. Many lampad queens have nykteras as favored attendants.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.