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Hesperid Queen

Creature 19 (uncommon) — fey, light, nymph

WeaverSniperLANDAERIALfeylightnymphfire

Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though for those who approach them with respect and offer an intriguing bargain, they're willing to part with knowledge or items beyond those secrets or valuables they've sworn to keep to themselves. Hesperid queens are relatively likely to have powerful objects under their protection, such as ancient relics or artifacts. As such, they're keenly aware of the danger posed by unsc

Source: pathfinder-monster-core-2

Perception +34; low-light-vision
Languages common, draconic, empyrean, fey, utopian
Skills acrobatics +32, arcana +30, athletics +28, deception +37, diplomacy +39, intimidation +37, nature +32, performance +35, society +30, stealth +32
Str
+5
Dex
+9
Con
+6
Int
+7
Wis
+7
Cha
+10
AC 44 Fort +31 Ref +36 Will +34
HP 305
Weaknesses cold-iron 15
Speed 30 feet, fly 90 feet

Offense

Melee Sunset Ribbon (agile, finesse) +36, Damage 4d10+13 slashing plus 1d6 fire plus 1d6 vitality
Ranged Sunset Ray (magical) +36, range increment 120 feet, Damage 4d12+13 fire plus 1d6 vitality

Abilities

Tied to the Land — A hesperid queen is intrinsically tied to a isolated region, usually an island or island chain, a remote coast, or secluded valley. As long as the queen is healthy, the environment is exceptionally resilient, allowing the hesperid queen to automatically attempt to counteract spells and rituals such as Blight that would harm the environment, with a +37 counteract modifier and a counteract rank of 10.

When the hesperid queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the hesperid queen swiftly heals the entire region.
Nymph's Beauty (aura, emotion, incapacitation, mental, primal, visual) — 30 feet. Creatures that start their turn in the aura must succeed at a DC 38 Will save or become transfixed in awe, causing them to be Stunned for 1 round.
Change Shape (polymorph, primal) — Hesperid 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.
Create Golden Apple (primal) — While the hesperid queen 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 queen spends a single action (which has the concentrate trait) to end the effect.
Focus Beauty (emotion, incapacitation, mental, primal, visual) — The hesperid queen focuses her beauty upon a target within her aura. The creature must attempt a DC 38 Will save. On a failure, it is affected as if by the hesperid queen's nymph's beauty aura; if it was already affected by the aura, it becomes overwhelmed with visions of bliss and beauty. The creature departs from the hesperid queen's domain as quickly and efficiently as it can for 1 hour, after which time it forgets ever reaching the hesperid queen's domain, how it did so, and everything that happened while it was within the domain.
Inspiration (emotion, mental, primal) — A hesperid 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 hesperid 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.
Primal Prepared Spells DC 44
10th Manifestation
9th Falling Stars, Wrathful Storm
8th Migration, Punishing Winds
7th Energy Aegis, Regenerate, Sunburst, Volcanic Eruption
6th Truesight
5th Breath of Life, Control Water
4th Mirage, Mountain Resilience, Unfettered Movement, Vital Beacon
3rd Earthbind, Haste, One with Stone, Slow
2nd Animal Messenger, Dispel Magic, Resist Energy, Revealing Light, Water Breathing
1st Gentle Landing, Gust of Wind, Vanishing Tracks
Cantrips (10th) Detect Magic, Electric Arc, Guidance, Prestidigitation, Read Aura
Primal Innate Spells DC 44, attack +36
3rd Holy Light
2nd Revealing Light
1st Heal, Illusory Disguise (×3)
Cantrips (3rd) Light

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline forces melee engagement so the queen's aura and ray attacks can keep working other targets uninterrupted.
FlankerLAND / AERIALA mobile striker punishes creatures already Stunned by the beauty aura before they can act again.
SnareLAND / AERIALA controller that pins targets within the aura's range compounds the recurring Will save pressure each round.

PUNISHES

✖ low Will✖ clumping✖ standing still
Do not pair with another aura-based Will controller; overlapping save auras add little beyond the first failed save.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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