Lampad
Creature 5- 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
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.
- Speed
- 25 feet, climb 25 feet, climb on stone only
Melee ◆ earthen fist +14 (agile, finesse), Damage 2d10+2 bludgeoning
Ranged ◆ light wisp +14 (magical), Damage 1d8+2 mental plus 1d6 fire plus 1d6 vitality
Primal Innate Spells DC 22; 4th shape stone; 3rd one with stone (at will), pummeling rubble; 2nd revealing light, heal; Cantrips (1st) light
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 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.
Source: Pathfinder Monster Core 2