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Summer Hora QueenCreature 13


RareCGMediumFeyNymph
Source Pathfinder #177: Burning Tundra
Perception +26 (Low-light vision)
Languages Common, Elven, Sylvan, Speak With Animals, Speak With Plants
Skills Acrobatics +25, Lore +27, Athletics +23, Diplomacy +27, Nature +28, Stealth +27, Survival +24
Str +2, Dex +8, Con +4, Int +4, Wis +5, Cha +8

AC 35; Fort +21; Reflex +25; Will +24;
HP 190
Speed 25 feet
Weaknesses Coldiron 10
Resistances Fire 10

Solar Blade One Action +27 (+23, +19) to hit (agile, finesse, magical, versatile p) 3d8+8 Slashing + 1d6 Fire
Solar Ray One Action +27 (+22, +17) to hit (magical, range increment 60) 3d12 + 6 Fire

Summer Bound

During the winter months, a summer hora can't take reactions, is Sickened 1, and can't reduce their sickened condition below 1.

Tied to the Land

A summer hora queen is intrinsically tied to a specific region, such as a forest or hilly plain. For 3 months around the summer solstice, the environment is supernaturally resilient, allowing the queen to automatically attempt to counteract spells and rituals that would harm the environment, such as Blight, with a +27 counteract modifier and a counteract level of 7. For the 3 months around the winter solstice, however, her warded region becomes twisted or unhealthy unless a winter hora queen is present.

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, mental, primal, visual)

30 feet Aura


Creatures that start their turn in the aura must succeed at a DC 30 will save or suffer an effect described in the nymph queen's entry.


On a failed save, the creature is Dazzled and Flat-Footed for 1 minute.

Change Shape One Action (polymorph, primal, transmutation)

Nymph 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 more humanoid-looking version of their natural form.


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.

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

The hora queen focuses her beauty upon a target within her aura. The creature must attempt a Will save. On a failure, it is affected as if by the hora queen's nymph's beauty aura; if it was already affected by the aura, it's Blinded until its sight is restored via restore senses or similar effect, or until the hora queen chooses to remove the effect using a single action, which has the concentrate trait.. A hora queen can Focus Beauty on a given creature only once per turn.

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

A nymph 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 nymph queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.

If a nymph queen grants her Inspiration to a bard and the nymph queen is 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

Summer's Salvation Reaction

Trigger The summer hora or an ally within 30 feet that the summer hora can see fails a Perception check, saving throw, attack roll, or skill check.


Effect If it's the month of the summer solstice, the hora's or ally's check retroactively gains a +4 status bonus, which can change the outcome from a critical failure to a failure or a failure to a success. If it's the month before or after the summer solstice, the check gains a retroactive +2 status bonus instead. In the other months except during the three winter solstice months, the check gains a retroactive +1 status bonus instead. During the winter solstice months, this ability has no effect. The summer hora can't use Summer's Fortune again for 1d4 rounds.


Primal Prepared Spells (DC 33, +25 to hit)

Cantrips (7th Level): Dancing Lights, Detect Magic, Guidance, Stabilize, Tanglefoot
1st Level: Charm, Heal, Longstrider, Pest Form
2nd Level: Restore Senses, Tree Shape, Water Walk
3rd Level: Fireball, Nondetection, Slow
4th Level: Fire Shield, Fly, Vital Beacon
5th Level: Banishment, Tree Stride
6th Level: Baleful Polymorph, Blanket Of Stars, Stone Tell
7th Level: Fiery Body, Regenerate

Primal Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Know Direction, Light
1st Level: Alarm, Pass Without Trace
2nd Level: Animal Messenger, Faerie Fire, Speak with Animals (Constant)
3rd Level: Animal Vision, Curse Of Lost Time
4th Level: Speak with Plants (Constant)
6th Level: True Seeing
7th Level: Sunburst



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fey

Creatures of the First World are called the fey.