Mithai Geomancer

CREATURE 3

n medium humanoid mithai 

Perception +11; low-light vision

Languages Common, Ginaistae, Sylvan

Skills Athletics +8, Nature +11, Survival +9

Str +3 Dex +3 Con +1 Int +0 Wis +4 Cha -1

Items mace, sling (10 bullets)

AC  18; Fort +8, Ref +8, Will +11

HP 40; Resistances air 5, earth 5, plant 5, water 5

Nature's Rebirth (primal, transmutation) When slain, a mithai 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 mithai can easily identify this as their kin. A mithai slain far from any appropriate terrain transforms into a feature matching the terrain where they were born.

Speed 25 feet

Melee [>] mace +12 (shove), Damage 1d6+6 bludgeoning

Ranged [>] sling +12 (propulsive, range increment 50 feet, reload 1), Damage 1d6+4 bludgeoning

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

Nature's Chosen Once per day, the mithai 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 mithai since the start of their last turn (including if the mithai 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.

Bestiary 3, page 153.

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