SFS Standard Hesper Creature 2

These nuclear fey make their homes in reactors and embody the rapidly changing nature of their radioactive homes. They shift colors to reflect their moods, which can sometimes be used to predict their dangerous bouts of boredom. Hespers never intend malice, but they rarely consider the consequences of their actions.

Elite Weak Hesper Creature 2

Image of a hesper
Recall Knowledge DC 15 16 18
Fey (Nature)
Perception +8 (low-light vision, radiation sense (imprecise) 1 mile)
Languages Aklo, Common, Fey
Str +0 Dex +1 Con +3 Int +0 Wis +2 Cha +4
Radiation Sense A hesper can sense radiation sources, such as reactors and power cores, as an imprecise sense at the listed range.

AC 17
Fort +9
Ref +7
Will +8
HP 31
Immunities fire, radiation
Weaknesses cold 3, cold iron 3

Speed 25 feet
Melee [one-action] fist +7 (agilefinesse), Damage 1d6 bludgeoning plus mutating touch
Ranged [one-action] energy ray +10 (range increment 30 feet), Damage 1d10+2 acid, cold, electricity, or fire (see energy ray)
Primal Innate Spells DC 18, attack +10 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st Cantrips (1st)
Energy Ray A hesper can change the damage type of its energy ray as a free action.
Merge [two-actions] Requirements The hesper has spent at least 1 hour in contact with a reactor or other large power source; Effect The hesper Strides into the reactor, passing through its exterior and gaining fast healing 5 while inside. The hesper is aware of but can't physically interact with their surroundings and is protected from those outside. If the reactor is broken, the hesper takes 2d10 force damage and is immediately expelled from it. If the reactor is destroyed while the hesper is inside, the hesper must succeed at a DC 15 Fortitude save or be slain instantly.
Mutating Touch A hesper can deliver an enormous, mutating dose of radiation with a touch. Creatures struck by a hesper's fist Strike must attempt a DC 18 Fortitude save. On a failure, the creature gains a random mutation from the table below for 1 hour (or 24 hours on a critical failure).
D8MUTATION
1Extra eyes: Target is dazzled in bright light and gains a +2 status bonus to sight-based Perception checks.
2Bioelectric cells: Tech items held by the target regain all spent charges at the end of the creature's turn. Tech items are glitching 1 for as long as the target holds them. If the target is a creature with the tech trait, it becomes glitching 1, and its melee Strikes deal an additional 1d6 electricity damage.
3Spikes: Target gains an unarmed melee attack that deals 1d4 piercing damage. It takes a –2 status penalty to attack rolls with two-handed weapons.
4Glowing tumors: Target sheds light as a flashlight and takes a –2 status penalty to Stealth checks.
5Gills: Target gains the amphibious trait and takes a –1 status penalty to Fortitude saves.
6Musk gland: Target gains a 30-foot stench aura with a DC equal to their class DC.
7Protective growths: Target gains a +1 status bonus to AC and takes a –2 status penalty to Dexterity-based checks.
8Cellular alteration: The target is sickened for the duration and gains fast healing with a value equal to half its level (rounded up).