Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Nature's Chosen
Once per day, the kovintus can cast a 3rd-level primal innate spell. They can do so only if a spell with a corresponding trait was cast within 10 feet of the kovintus since the start of their last turn (including if the kovintus Cast the Spell). The traits and the spells they grant are as follows: wall of wind for air, meld into stone for earth, wall of thorns for plant, and crashing wave for water.
Ability
Nature's Rebirth
(primal, transmutation) When slain, a kovintus immediately and permanently transforms into a part of the natural environment: a stone outcropping in a rocky area, a rivulet near a body of water, a young tree in a forest, or a low-lying cloud atop a high mountain. This ability has the trait appropriate to the environment (such as air, earth, plant, or water). This piece of the environment looks ordinary to most, but other kovintus can easily identify this as their kin. A kovintus slain far from any appropriate terrain transforms into a feature matching the terrain where they were born.
Ability
Primal Innate Spells
DC 21; 3rd see nature's chosen; 2nd entangle, gust of wind, obscuring mist, pummeling rubble; Constant (3rd) endure elements, pass without trace, water breathing
Offense
Melee
Circumstance: combat round (melee)
mace +12 [+7/+2] (shove), Damage 1d6+6 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
sling +12 [+7/+2] (propulsive, range increment 50 feet, reload 1), Damage 1d6+4 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Kovintus
Reclusive humanoids with an inborn talent for geomancy, kovintus have an intrinsic tie to nature and magic alike.
Item
mace
sling (10 bullets)
Language
Common
Kovintal
Sylvan
Perception
low-light vision
Resistance
air 5
earth 5
plant 5
water 5