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Mountain Guardian

Those who have unlocked the secrets of opening a kinetic gate to an elemental plane within themselves wield immense power over that element. Practitioners who specialize in elemental earth are hardy and defense-minded. The mountain guardian is surrounded by heavy armor made of stone held together with elemental magic.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Mountain GuardianCreature 5

Medium Human Humanoid 
Source NPC Core pg. 133
Perception +7; tremorsense 10 feet
Languages Common, Petran
Skills Acrobatics +7, Athletics +13, Intimidation +11, Nature +9, Survival +7
Str +4, Dex +1, Con +4, Int +0, Wis +1, Cha +2
AC 22; Fort +12, Ref +9 (+13 vs. damaging effects), Will +9
HP 80; Resistances earth 6, poison 6
Kinetic Aura (aura, earth, primal) 10 feet. Pieces of rock and earth float in the aura. The aura must be active for the guardian to use impulse actions, and deactivates if the guardian uses an overflow impulse, is knocked out, or Dismisses it. The guardian can Channel Elements to reactivate it.
Speed 20 feet
Melee [one-action] elemental blast +14 [+9/+4] (concentrate, earth, impulse, primal, versatile P), Damage 2d8-2+4 bludgeoningMelee [one-action] fist +12 [+8/+4] (agile, nonlethal, unarmed), Damage 1d4-2+4 bludgeoningRanged [one-action] elemental blast +14 [+9/+4] (concentrate, earth, impulse, primal, range increment 30 feet, versatile P), Damage 2d8-2 bludgeoningBase Kinesis [two-actions] The mountain guardian generates, moves, or suppresses up to 1 Bulk of naturally occurring earthen matter within 15 feet. Generating creates earthen matter, moving moves existing matter up to 20 feet into any direction, and suppressing destroys a piece of that element (which can't be a durable crafted good, only natural forms of the element).Channel Elements [one-action] (primal) The mountain guardian reactivates their kinetic aura and can make an elemental blast Strike.Empowered Blast [two-actions] The mountain guardian makes a melee or ranged elemental blast Strike with a +4 status bonus to damage.Tremor [two-actions] (concentrate, earth, impulse, overflow, primal) The mountain guardian stomps on natural earth or stone, causing a localized tremor. All creatures in a 10-foot burst within 30 feet take 3d10 bludgeoning damage with a DC 22 basic Fortitude save. A creature hat critically fails is knocked prone. Earth and stone in the area is difficult terrain until the start of the mountain guardian's next turn.Weight of Stone [three-actions] (concentrate, earth, impulse, overflow, primal) The mountain guardian calls down boulders in a cylinder 20 feet in diameter and 80 feet high within 120 feet. Each creature in the area takes 4d8 bludgeoning damage with a DC 22 basic Reflex save. A creature that fails is also pushed downward 40 feet (80 feet on a critical failure) without taking falling damage and can't leave the ground for 1 round.

Sidebar - Advice and Rules Kineticist Rules

The mountain guardian is based on the kineticist class from Pathfinder Rage of Elements, though simplified for use and an NPC. Their actions with the impulse trait can be used only if their kinetic aura is active and they have a hand free. When they use an action with the overflow trait (Tremor or Weight of Stone), their kinetic aura deactivates until they Channel Elements.

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.