Tempest Incarnate

Level 19
Creature· humanRareMediumRemaster
AC 40
HP 360
Speed 25 ft.
Fort +30
Ref +34
Will +31
Perc +29
Size Medium
Rare
Resistances cold 15, electricity 20
Languages common, sussuran, thalassic
Speeds 25 ft., fly 60 ft.
Skills intimidation +37, acrobatics +35, stealth +35, nature +34, survival +31
Recall Knowledge society DC 44

Attacks

Melee Fist +32/+28/+24(agile, finesse, magical, nonlethal, unarmed)
Damage: 3d4+8 bludgeoning + 3d12 electricity
Effect: push

Abilities

Wind Riderinteraction

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

Earthbound Vulnerabilitydefensive

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 Cloakdefensive(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 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.

Intimidating Stormoffensive(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 .

Swiftnessoffensive

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

Push 10 Feetoffensive

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.

Description

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.