Lampad
Creature 5 — earth, fey, nymph
WeaverSniperLANDVERTICALfeynymphearth
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 gua
Source: pathfinder-monster-core-2
Perception +12; darkvision
Languages aklo, common, fey, sakvroth
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 21
Fort +11
Ref +14
Will +12
HP 85
Weaknesses cold-iron 5
Speed 25 feet, climb 25 feet (climb on stone only)
Offense
Melee Earthen Fist (agile, finesse) +14, Damage 2d10+2 bludgeoning
Ranged Light Wisp (magical) +14, range increment 30 feet, Damage 1d8+2 mental plus 1d6 fire plus 1d6 vitality
Abilities
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.
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 (auditory, emotion, 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-foot emanation{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.
Effect The lampad begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 30-foot emanation{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
4th Shape Stone
3rd One with Stone (At Will)
2nd Revealing Light
1st Heal, Pummeling Rubble
Cantrips (4th) Light
WORKS WELL WITH
AnvilLANDA durable frontline defender protects the nymph's position while she weeps and strikes with her light wisp from range.
SnareLANDA controller that restricts movement keeps enemies clustered within the weeping emanation instead of scattering toward melee range.
FlankerLAND / VERTICALA mobile skirmisher can exploit targets left shaken or Off-Guard by the sobbing effect before they can regroup.
PUNISHES
✖ clumping✖ low Will✖ melee reliance
Cavern Dependent binds this nymph to a fixed underground area, so pairings that expect her to roam far from that anchor point will fail.
Works well with · Punishes · Pairing advice
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