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Kovintus Geomancer

Creature 3 — humanoid, kovintus

Pre-Remaster content. May include legacy alignment.

WeaverLANDhumanoidkovintusprimalnature

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; low-light-vision
Languages common, fey, kovintal
Skills athletics +8, nature +11, survival +9
Str
+3
Dex
+3
Con
+1
Int
+0
Wis
+4
Cha
-1
Items Mace, Sling
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 (shove) +12, Damage 1d6+6 bludgeoning
Ranged Sling (propulsive, reload-1) +12, range increment 50 feet, Damage 1d6+4 bludgeoning

Abilities

Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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
Primal Innate Spells DC 21, attack +13
2nd Endure Elements (Constant), Entangle, Obscuring Mist, Water Breathing (Constant)
1st Gust of Wind, Pass Without Trace (Constant), Pummeling Rubble
Primal Spontaneous Spells DC 21, attack +13
3rd Crashing Wave, Meld into Stone, Wall of Thorns, Wall of Wind

WORKS WELL WITH

AnvilLANDA durable frontline buys the time this primal caster needs to wait for an ally spell to trigger its own bonus innate casting.
SnareLANDA controller that locks down a priority target lets this caster's primal spells resolve without interruption from melee pressure.
CrasherLANDA heavy striker benefits from any battlefield control this caster's spells provide, converting a held target into a bigger tempo swing.

PUNISHES

✖ elemental damage reliance✖ low Will✖ clumping near primal casters
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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