Nature Incarnate Spell 10
Traditions
Cast
The
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 25 + yourlevel . Ignore your armor’scheck penalty andSpeed reduction.- 30 temporary
Hit Points . - Darkvision.
- One or more attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your
attack modifier is +34, and you use the listeddamage . These attacks areStrength based (for the purpose of theenfeebled condition , for example). If your unarmedattack modifier is higher, you can use it instead. Athletics modifier of +36, unless your ownmodifier is higher.
You also gain specific abilities based on the type of incarnation you choose:
- Green Man
Speed 40 feet,climb Speed 40 feet; Melee vines (reach 30 feet, versatile P),Damage 6d8+12bludgeoning ; Ranged thorns (range 100 feet),Damage 6d6+6piercing ; Green Caress (aura ,primal ,transmutation ) 60 feet. Enemies other than plants must succeed at aFortitude save against yourspell DC or becomeclumsy 1 for 1round (clumsy 2 on acritical failure ). - Kaiju
Speed 50 feet;resistance 5 tophysical damage ; Melee jaws (reach 30 feet),Damage 6d10+10piercing ; Melee claws (agile,reach 30 feet),Damage 6d8+8slashing ; Melee foot (agile,reach 15 feet),Damage 6d6+10bludgeoning ; Unstoppable You are immune to beingimmobilized and ignoredifficult terrain and greaterdifficult terrain ; Trample Youmove up to double yourSpeed andmove through the spaces ofHuge or smaller creatures, trampling eachcreature whosespace you enter. A trampledcreature takes footdamage with a basicReflex save against yourspell DC .