Library / Bestiary

Lampad

CR 5.00 Fey CN Medium
Tears stream from this beautiful but sullen creature's eyes, forming a puddle beneath her delicate feet.

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.

STR
10
DEX
21
CON
18
INT
14
WIS
17
CHA
21
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.

Alertness from Feat

<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>

Combat Casting from Feat

<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>

Point-Blank Shot from Feat

<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>

Weapon Finesse from Feat

<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

spell-like abilities:
At will—Meld Into Stone, At will—Stone Tell
druid spells prepared:
Details
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
Sources Used in This Record
16 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Point-Blank Shot (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Meld Into Stone (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stone Tell (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stone Shape (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Spider Climb (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stone Call (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Light Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Faerie Fire (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Stone (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Poison (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Light (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mending (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.