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Mountain GuardianCreature 6


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +9 (tremorsense (imprecise) 10 feet)
Languages Common, Petran
Skills Acrobatics +9, Athletics +15, Intimidation +13, Nature +11, Survival +9
Str +4, Dex +1, Con +4, Int +0, Wis +1, Cha +2

AC 24; Fort +14; Reflex +11; Will +11; +13 Reflex vs. damaging effects
HP 100
Speed 20 feet
Resistances Earth 6, Poison 6

Elemental Blast One Action +16 (+11, +6) to hit (concentrate, earth, impulse, primal, versatile p) 2d8+4 Bludgeoning
Fist One Action +14 (+10, +6) to hit (agile, nonlethal, unarmed) 1d4+4 Bludgeoning
Elemental Blast One Action +16 (+11, +6) to hit (concentrate, earth, impulse, primal, versatile p) 2d8 Bludgeoning

+2 to Reflex vs. Damaging EffectsKinetic 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.

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 24 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.

Base 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 24 fortitude save. A creature that critically fails is knocked Prone. Earth and stone in the area is difficult terrain until the start of the mountain guardian's next turn.


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.


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.


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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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