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Kovintus GeomancerCreature 3


NMediumHumanoidKovintus
Source Pathfinder Bestiary 3
Perception +11 (low-light vision)
Languages Common, Kovintal, Sylvan
Skills Athletics +8, Nature +11, Survival +9
Str +3, Dex +3, Con +1, Int +0, Wis +4, Cha -1

AC 18; Fort +8; Reflex +8; Will +11;
HP 40
Speed 25 feet
Resistances Air 5, Earth 5, Plant 5, Water 5

Mace One Action +12 (+7, +2) to hit (shove) 1d6+6 Bludgeoning
Sling One Action +12 (+7, +2) to hit (propulsive, range increment 50, reload 1) 1d6+4 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

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, transmutation)

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-level 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:


Primal Innate Spells (DC 21, +13 to hit)

1st Level: Gust of Wind, Pass Without Trace (Constant), Pummeling Rubble
2nd Level: Endure Elements (Constant), Entangle, Obscuring Mist, Water Breathing (Constant)

Nature's Chosen (DC 21, +13 to hit)

3rd Level (1 slots): Crashing Wave, Meld into Stone, Wall of Thorns, Wall of Wind


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 kovintus settlement consists of natural houses built into the environment around a central meeting place. The form fits the terrain, with dwellings nestled into crags on a mountain or forming a windbreak on a plain. Though kovintus beliefs can greatly differ based on their home terrain, many of these creatures believe their intrinsic commonality through nature links them more intimately than such superficial differences.

Once, all kovintus lived in their ancient home, the Valley-a place of bounty and natural splendor unheard of in the modern world. This paradise was lost in ancient times, and the kovintus set out in small groups to find new homes. Today, any valley kovintus come upon is called merely an "echo" of the true Valley. Rather than seeking their original valley, kovintus believe the cycles of nature will someday bring about a new home with the same grandeur.

Kovintus faith calls for respect rather than reverence. When traveling away from home, kovintus believe it's crucial to respect any local deities who have built the land they stand upon, and pay them tribute with small offerings.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.