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Hesperid

Creature 9 — fey, light, nymph

FlankerSniperLANDAERIALfeylightnymphfire

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 take a deep satisf

Source: pathfinder-monster-core-2

Perception +19; low-light-vision
Languages common, fey, 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 27 Fort +15 Ref +21 Will +19
HP 175
Weaknesses cold-iron 10
Speed 30 feet, fly 60 feet

Offense

Melee Sunset Ribbon (agile, finesse) +21, Damage 2d10+6 slashing plus 1d6 fire plus 1d6 vitality
Ranged Sunset Ray (magical) +21, range increment 60 feet, Damage 2d12+6 fire plus 1d6 vitality

Abilities

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 (primal) — 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, attack +20
3rd Holy Light
2nd Revealing Light
1st Heal, Illusory Disguise (×3)
Cantrips (3rd) Light

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline occupies attention so the hesperid can weave between engagements with its ribbon and ray.
WeaverLAND / AERIALA spellcaster partner adds save-based pressure while the hesperid harries isolated targets in melee.
SnareLAND / AERIALA controller that immobilizes a target lets the hesperid land its agile strikes without risking a Reactive Strike.

PUNISHES

✖ low Will✖ ranged reliance✖ isolated targets
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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