Lampad
Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness. These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness, they know that exposing their forms under bright conditions gives them an edge over creatures viewing them.
Just as nymphs guard nature's purest places and dryads protect their sacred trees, lampads watch over the dark places of the world. They speak to the stone that forms their murky world, and their forlorn cries ring out through the belly of the earth.
- HP
- 52 (7d6+28)
- AC
- 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
- Speed
- 30 ft.
- Init
- +5
- Melee
- mwk dagger +9 (1d4/19–20)
- Ranged
- mwk sling +9 (1d4)
- BAB
- +3
- CMB
- +3
- CMD
- 23
- Fort
- +6
- Ref
- +10
- Will
- +8
- DR
- 5/cold iron
Weapons: Simple
Weep — As a standard action, a lampad can unsettle those near her when she cries. Any creature within 30 feet who can hear a lampad weeping becomes shaken unless it succeeds at a DC 18 Will saving throw. This ability can't cause a creature to become frightened or panicked. This is a mind-affecting fear effect that relies on audible components. The save DC is Charisma-based.
Guarded — A lampad adds her Charisma modifier as a deflection bonus to her Armor Class.
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>
<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Diplomacy +13, Knowledge (dungeoneering) +9, Knowledge (nature) +12, Linguistics +3, Perception +15, Perform (sing) +9, Sense Motive +15, Spellcraft +9, Stealth +15, Use Magic Device +15
- Type
- Fey
- Alignment
- CN
- Size
- Medium
- Environment
- any underground
- Organization
- solitary
- Treasure
- standard (masterwork dagger, masterwork sling, other treasure)
- Senses
- darkvision 90 ft., low-light vision; Perception +15
- Languages
- Aklo, Common, Undercommon
- Source
- Bestiary 4
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Point-Blank Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Meld Into Stone (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stone Tell (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stone Shape (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Spider Climb (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stone Call (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Light Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Faerie Fire (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Magic Stone (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Light (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mending (Spell)House/Core — covered by the site's Section 15.
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