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Tempest Incarnate

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.

Recall Knowledge - Humanoid (Society): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

Tempest IncarnateCreature 19

Rare Medium Human Humanoid 
Source NPC Core pg. 136
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
Items +2 greater striking handwraps of mighty blows, +2 greater resilient explorer's clothing
AC 40; Fort +30, Ref +34, Will +31
HP 360; Resistances cold 15, electricity 20; Weaknesses earthbound vulnerability
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.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.
Speed 25 feet, fly 60 feet; swiftness
Melee [one-action] fist +32 [+28/+24] (agile, finesse, magical, nonlethal, unarmed), Damage 3d4+8 bludgeoning plus 3d12 electricity and Push 10 feetPrimal Spontaneous Spells DC 44, attack +37; 10th cataclysm (1 slot); 9th detonate magic (items that grant flight only), wrathful storm (4 slots); 8th arctic rift, chain lightning (4 slots); 7th fly, unfettered pack (4 slots); 6th field of life, truesight (4 slots); 5th control water, environmental endurance (4 slots); 4th hydraulic torrent, unfettered movement (4 slots); 3rd haste, wall of wind (4 slots); 2nd mist, water breathing; 1st air bubble, gust of wind (4 slots); 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.

All Monsters in "Primalist"

NameLevel
Dedicated Druid7
Mountain Guardian6
Pack Leader4
Skin Shifter8
Tempest Incarnate19
Tree Singer13

Primalist

Source NPC Core pg. 132
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.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Gnome conservationist (level 6), kobold earth diver (level 4)

Sidebar - Locations Druid Groves

When they choose to settle in one place, druids famously dwell in druid groves. These sanctums mix elements of living spaces, ritual shrines, and the natural environment into a cohesive, harmonious whole. Flora and fauna form the majority of fixtures in most groves, with only small amounts of construction work, as druids prize fitting themselves into the environment rather than bending it to suit them. A grove might be a small hollow that's home to a solitary druid or an overgrown copse of trees housing an entire lodge.

Sidebar - Additional Lore Order Hierarchies

Green Faith orders tend to obey strict hierarchies, with nine “circles” for major orders and three or five for minor orders. A new member becomes an initiate of the first circle. Each ascending circle guards more secret and precious information and has fewer members than the circle below it. To ascend, a druid must do service toward the order's goals and grow in knowledge and magical ability. If a circle is full, a druid might need to win their way into the circle by challenging a superior.

Sidebar - Advice and Rules Speaking Wildsong

The secret language spoken among druids, called Wildsong, sounds more like animal calls than spoken words. If you're roleplaying a conversation between druids at the table, you might want to try imitating an animal, or even just play audio clips of animal noises. Much of Wildsong is conveyed through tone and associations with different animals. An individual druid's Wildsong might more frequently incorporate sounds from animals prevalent in the druid's home region, forming a dialect or accent of sorts.