Summon Stampede
You summon an unstoppable stampede of panicking beasts. Whether you conjure wild beasts or tamed cattle, the stampede is a force of nature that leaves behind nothing in its wake. The stampede occupies the space of a Gargantuan creature and has a Speed of 60 feet.
Arrive (emotion, fear, mental) Foreboding Tremors The sheer energy of a stampede can cause even apex predators to panic. Each creature within a 60-foot emanation must attempt a Will save with the following effects.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3 and Fleeing for 1 round.
Depart Flatten the Earth The stampede Strides up to double its Speed, trampling each Large or smaller creature, hazard, and structure whose space it enters, dealing (8d8) bludgeoning damage (basic Reflex save). The stampede ignores and attempts to counteract all difficult terrain it enters caused by debris, overgrowth, rubble, or thick ground cover.
Traits
An action with this trait requires a degree of mental concentration and discipline.
A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.