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Kovintus Geomancer

Creature 3 — humanoid, kovintus

Pre-Remaster content. May include legacy alignment.

Kovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of nature, it also calls to them in return, turning them into an element of the surrounding terrain when they die. One of the strongest traditions in kovintus culture is making maps to chronicle the places their loved ones have become one with the landscape. Kovintus live in small groups in natural places far from larger civilizations. A typical kovin

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +11
Skills athletics +8, nature +11, survival +9
Str
+3
Dex
+3
Con
+1
Int
+0
Wis
+4
Cha
-1
AC 18 Fort +8 Ref +8 Will +11
HP 40
Resistances air 5, earth 5, plant 5, water 5
Speed 25 feet

Offense

Melee Mace +12, Damage 1d6+6 bludgeoning
Ranged Sling +12, Damage 1d6+4 bludgeoning

Abilities

Constant Spells — Constant Spells
Nature's Rebirth (primal) — When slain, a kovintus immediately and permanently transforms into a part of the natural environment: a stone outcropping in a rocky area, a rivulet near a body of water, a young tree in a forest, or a low-lying cloud atop a high mountain. This ability has the trait appropriate to the environment (such as air, earth, plant, or water). This piece of the environment looks ordinary to most, but other kovintus can easily identify this as their kin. A kovintus slain far from any appropriate terrain transforms into a feature matching the terrain where they were born.
Nature's Chosen — Once per day, the kovintus can cast a 3rd-rank primal innate spell. They can do so only if a spell with a corresponding trait was cast within 10 feet of the kovintus since the start of their last turn (including if the kovintus Cast the Spell). The traits and the spells they grant are as follows: Wall of Wind for air One with Stone for earth Wall of Thorns for plant Crashing Wave for water

Spells

Crashing Wave (rank 3)
Meld into Stone (rank 3)
Wall of Thorns (rank 3)
Wall of Wind (rank 3)
Endure Elements (Constant) (rank 2)
Entangle (rank 2)
Obscuring Mist (rank 2)
Water Breathing (Constant) (rank 2)
Gust of Wind (rank 1)
Pass Without Trace (Constant) (rank 1)
Pummeling Rubble (rank 1)

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