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Summer Hora Queen

Creature 13 (rare) — fey, nymph

Pre-Remaster content. May include legacy alignment.

WeaverFlankerLANDfey

Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)

Perception +26; low-light-vision
Languages common, elven, fey; speak with animals, speak with plants
Skills acrobatics +25, Astronomy 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 Ref +25 Will +24
HP 190
Resistances fire 10
Weaknesses cold-iron 10
Speed 25 feet

Offense

Melee Solar Blade (agile, finesse, magical, versatile-p) +27, Damage 3d8+8 slashing plus 1d6 fire
Ranged Solar Ray (magical) +27, range increment 60 feet, Damage 3d12 + 6 fire

Abilities

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 rank 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, mental, primal, visual) — 30 feet. 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 Off-Guard for 1 minute.
Change Shape (polymorph, primal) — 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 (emotion, 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 (emotion, 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.
Summer's Salvation
Primal Prepared Spells DC 33, attack +25
7th Fiery Body, Regenerate
6th Baleful Polymorph, Blanket Of Stars, Stone Tell
5th Banishment, Tree Stride
4th Fire Shield, Fly, Vital Beacon
3rd Fireball, Nondetection, Slow
2nd Restore Senses, Tree Shape, Water Walk
1st Charm, Heal, Longstrider, Pest Form
Cantrips (7th) Dancing Lights, Detect Magic, Guidance, Stabilize, Tanglefoot
Primal Innate Spells DC 33, attack +25
7th Sunburst
6th True Seeing
4th Speak with Plants (Constant)
3rd Animal Vision, Curse of Lost Time
2nd Animal Messenger, Faerie Fire, Speak with Animals (Constant)
1st Alarm, Pass Without Trace
Cantrips (7th) Know Direction, Light

WORKS WELL WITH

AnvilLANDHolds enemies inside the Nymph's Beauty aura while she maintains area debuffs.
SniperLANDProvides consistent ranged damage as the aura controls enemy positioning and action economy.
MenderLANDSustains her through extended engagements where the aura must remain active.

PUNISHES

✖ clumping✖ low Will✖ fire reliance
Two Weavers may lack the front-line durability needed to keep the aura covering enemies.
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 #177: Burning Tundra.

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