Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Change Shape
(polymorph, primal, transmutation) Hesperid 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 version of their natural form that more closely resembles a humanoid.
Ability
Create Golden Apple
(primal, transmutation) While the hesperid queen is within their bonded location, they can spin golden light around an object they're holding of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk. The golden apple reverts back to its original shape after a full day away from the hesperid queen's bonded location, or when the hesperid queen spends a single action (which has the concentrate trait) to end the effect.
Ability
Focus Beauty
(emotion, enchantment, incapacitation, mental, primal, visual) The hesperid queen focuses their beauty upon a target within their aura. The creature must attempt a Will save. On a failure, it is affected as if by the queen's beauty aura; a target that wasn't already affected by the aura becomes overwhelmed with visions of bliss and beauty. The creature departs from the hesperid queen's domain as quickly and efficiently as it can for 1 hour, after which time it forgets ever reaching the hesperid queen's domain, how it did so, and everything that happened while it was within the domain.
Ability
Inspiration
(emotion, enchantment, mental, primal) A hesperid queen can inspire a single intelligent creature by giving that creature a token of their favor, typically a lock of their hair. As long as the creature carries the token and remains in good standing with the hesperid queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves. If a hesperid queen grants their Inspiration to a bard and they are 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.
Ability
Nymph's Beauty
(aura, emotion, enchantment, incapacitation, mental, primal, visual) <30 feet. Creatures that start their turn in the aura must succeed at a DC 38 Will save or be transfixed in awe, causing them to be stunned for 1 round.
Ability
Primal Innate Spells
DC 44, attack +36; 10th faerie fire, heal, illusory disguise (×3), searing light; Cantrips (10th) dancing lights, light
Ability
Primal Prepared Spells
DC 44; 10th primal phenomenon; 9th meteor swarm, storm of vengeance, sunburst; 8th punishing winds, stoneskin, wind walk; 7th energy aegis, regenerate, volcanic eruption; 6th dispel magic, slow, true seeing; 5th control water, death ward, hallucinatory terrain; 4th freedom of movement, resist energy, solid fog; 3rd earthbind, haste, meld into stone; 2nd animal messenger, glitterdust, water breathing; 1st feather fall, gust of wind, pass without trace; Cantrips (10th) detect magic, electric arc, guidance, prestidigitation, read aura
Ability
Tied to the Land
A hesperid queen is intrinsically tied to an isolated region such as an island or island chain, a remote coast, or a secluded valley. As long as the queen is healthy, the environment is exceptionally resilient, allowing the hesperid queen to automatically attempt to counteract spells and rituals that would harm the environment, such as blight, with a +37 counteract modifier and a counteract level of 10. When the hesperid queen becomes physically or psychologically unhealthy, however, their warded region eventually becomes twisted or unhealthy as well. In that case, restoring the hesperid queen swiftly heals the entire region.
Offense
Melee
Circumstance: combat round (melee)
sunset ribbon +36 [+32/+28] (agile, finesse), Damage 4d10+13 slashing plus 1d6 fire and 1d6 positive
Offense
Ranged
Circumstance: combat round (ranged)
sunset ray +36 [+31/+26] (magical, range increment 120 feet), Damage 4d12+13 fire plus 1d6 positive
Trait
Fey
Creatures of the First World are called the fey.
Trait
Light
Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Trait
Nymph
This family of beautiful fey creatures has strong ties to natural locations.
Language
Celestial
Common
Draconic
Sylvan
Utopian
Perception
low-light vision
Weakness
cold iron 15