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Tempest Incarnate

CREATURE 19

When a sorcerer's blood calls to storm and sky, they can become a frightening force to behold. When that power matures, they become living conduits of the tempest.


A primalist is a wielder of primal energies and magic, sometimes taught by forces of primal power, including powerful elementals or fey of the First World. Primalists protect the natural world, offering strong medicine to those in need while facing suspicion from those who don't understand their ways.

A great many primalists belong to druidic circles, and even those who aren't members tend to be familiar with the most prominent ones in their homeland.


Perception +29
Languages Common, Sussuran, Thalassic
Skills Acrobatics +35, Intimidation +37, Nature +34, Stealth +35, Survival +31
Str +2, Dex +5, Con +3, Int +1, Wis +4, Cha +6
Wind Rider

A tempest incarnate ignores penalties and difficult terrain from strong winds. When flying, they don't need to Fly each round to avoid falling.


AC 40; Fort +30, Ref +34, Will +31
HP 360; Resistances cold 15, electricity 20
Earthbound Vulnerability

A tempest incarnate who is hit by or fails a saving throw against an effect that prevents them from flying (such as Earthbind or Felling Strike) takes 20 mental damage in addition to the usual effects.

Hurricane Cloak (air, aura, primal)

10 feet. A creature that enters the area must succeed at a DC 38 Athletics check (if on the ground) or Acrobatics check to Maneuver in Flight (if flying) or end its movement. A creature that critically fails is also knocked back 5 feet and falls Prone. Creatures making ranged projectile and thrown attacks that pass through the area must succeed on a DC 5 flat check or the attack fails. Massive projectiles, such as thrown boulders, are not affected. A tempest incarnate can activate or deactivate this ability with a single action that has the concentrate trait.


Speed 25 feet, fly 60 feet; swiftness
Melee Fist +32 (agile, finesse, magical, nonlethal, unarmed), Damage 3d4+8 bludgeoning plus 3d12 electricity plus Push
Primal Spontaneous Spells DC 44, attack +37; 10th (1 slots) Cataclysm; 9th (4 slots) Detonate Magic (Items That Grant Flight Only), Wrathful Storm; 8th (4 slots) Arctic Rift, Chain Lightning; 7th (4 slots) Unfettered Pack, Fly; 6th (4 slots) Field of Life, Truesight; 5th (4 slots) Control Water, Environmental Endurance; 4th (4 slots) Hydraulic Torrent, Unfettered Movement; 3rd (4 slots) Haste, Wall of Wind; 2nd (4 slots) Mist, Water Breathing; 1st (4 slots) Air Bubble, Gust of Wind; Cantrips (10th) Caustic Blast, Electric Arc, Frostbite, Know the Way, Sigil
Intimidating Storm (emotion, fear, mental)

A creature that fails a saving throw against a Cataclysm or Wrathful Storm spell cast by the tempest incarnate becomes Frightened 2 (or Frightened 3 on a critical failure). A creature can only be frightened once by each casting of wrathful storm.

Swiftness

The tempest incarnate's movement doesn't trigger reactions.

Push 10 Feet

Requirements The monster's last action was a successful Strike that lists Push in its damage entry

Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.

Pathfinder NPC CoreORC