Nature Incarnate Spell 10
You gain the following statistics and abilities regardless of which battle form you choose:
AC= 25 + your level. Ignore your armor’s check penaltyand Speedreduction.
- 30 temporary
- 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 modifieris +34, and you use the listed damage. These attacks are Strengthbased (for the purpose of the enfeebled condition, for example). If your unarmed attack modifieris higher, you can use it instead. Athletics modifierof +36, unless your own modifieris higher.
You also gain specific abilities based on the type of incarnation you choose:
- Green Man
Speed40 feet, climb Speed40 feet; Melee vines ( reach30 feet, versatile P), Damage6d8+12 bludgeoning; Ranged thorns (range 100 feet), Damage6d6+6 piercing; Green Caress ( aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitudesave against your spell DCor become clumsy1 for 1 round( clumsy2 on a critical failure).
Speed50 feet; resistance5 to physical damage; Melee jaws ( reach30 feet), Damage6d10+10 piercing; Melee claws (agile, reach30 feet), Damage6d8+8 slashing; Melee foot (agile, reach15 feet), Damage6d6+10 bludgeoning; Unstoppable You are immune to being immobilizedand ignore difficult terrainand greater difficult terrain; Trample You moveup to double your Speedand movethrough the spaces of Hugeor smaller creatures, trampling each creaturewhose spaceyou enter. A trampled creaturetakes foot damagewith a basic Reflexsave against your spell DC.