Shapeless Petitioner
A shimmering apparition, ever-changing and insubstantial, wavers before your eyes, like a memory slipping away.
Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.
Within the ever-churning expanses of the Maelstrom, The Shapeless strive to maintain their identity. Amidst the unpredictable eddies and vortices of raw chaos, these souls exhibit ever-shifting, ephemeral forms, like reflections on disturbed water. The Maelstrom’s intrinsic unpredictability pulls and reshapes their essence without relent. Yet for those who can navigate and withstand its capricious tides, a potential evolution awaits, drawing them towards the serpentine beauty of the proteans.
Human petitioner (Shapeless)
CN Medium (, )
Init +0; Senses 60 ft., Perception +5
DEFENSE
AC 10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Defensive Abilities ; mind-affecting effects
OFFENSE
Speed 30 ft.
Melee incorporeal touch +2 (1d3)
STATISTICS
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
ECOLOGY
Environment Maelstrom
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
Voidworm
This tiny, iridescent serpent slithers through empty space, the air around it distorting as if from heat.
Disowned by greater proteans, who find these tiny beings shameful, voidworms nevertheless retain all the characteristics of true proteans, and are frequently found swimming through the Maelstrom in vast schools or serving as spellcasters’ familiars. Debate rages as to whether or not the strange and capricious creatures called voidworms are actually proteans at all. To the wizards and sorcerers who summon them as familiars, the answer seems obvious— these tiny dwellers of the Maelstrom have all the requisite racial traits of proteans, down to their serpentine shapes. Yet the established protean castes find such claims outright insulting, claiming instead that it is such acts of conjuration that call voidworms forth from the raw stuff of Maelstrom, giving them shape and life according to the spellcasters’ expectations, and that these lesser beings are but pale reflections of their formidable kin. Voidworms themselves have little to say on the matter—creatures of the moment, and sparing little thought for the constantly mutable concept of “reality,” voidworms only barely grasp cause and effect, and the past has no more substance or significance for them than a dream. In order to gain a voidworm as a familiar, a spellcaster must be chaotic neutral, be caster level 7th, and have the Improved Familiar feat. Regardless of their actual origins, voidworms maintain a thriving ecology in the chaos of the Maelstrom, forming together into darting, flashing schools that are often hunted for sport by naunets and other predators of chaos. Mortal wizards, however, most commonly encounter voidworms as summoned familiars. These tiny, serpentine creatures are particularly valued by illusionists, evokers, and other magical practitioners who deal with distorting or molding reality, though the familiars’ bizarre logic and miniscule attention spans sometimes make them more trouble than they’re worth. Still, their confusing attack and remarkable hardiness have saved more than one wizard on the battlefield, and their strange thought processes can sometimes offer unique insights in the laboratory. When traveling in more mundane lands, wizards often order voidworm familiars to use their change shape ability to disguise themselves as ordinary pets or animal familiars, though these disguises tend to slip when the voidworm grows curious or playful. A voidworm is only 2 feet long and weighs a mere 2 pounds. No two voidworms are exactly alike in their coloration or markings. Their two feathery wings generally take on brighter colors than the rest of their bodies, and in the case of voidworms conjured as familiars, these “wings” are the same color as their masters’ eyes.
CN Tiny (, , protean, shapechanger)
Init +3; Senses 30 ft., 30 ft., detect law; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 16 (3d10); 2
Fort +1, Ref +6, Will +2
Defensive Abilities anatomy, freedom of movement; acid; electricity 10, sonic 10
OFFENSE
Speed 20 ft., 50 ft. (perfect)
Melee bite +8 (1d3–2), tail slap +3 (1d3–2 plus confusion)
Space 2-1/2 ft.; Reach 0 ft.
(CL 6th; concentration +7)
Constant—detect law
At will—dancing lights, ghost sound (DC 11), prestidigitation
3/day—blur (self only), obscuring mist
1/week—commune (CL 12th, 6 questions)
STATISTICS
Str 7, Dex 17, Con 10, Int 8, Wis 8, Cha 13
Base Atk +3; +4; CMD 12 (can’t be tripped)
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +9 (+5 jump), Bluff +7, Escape Artist +7, Fly +19, Knowledge (arcana) +5, Perception +8, Stealth +15
Languages Common, Protean
SQ (2 forms, both of which must be Tiny s; beast shape II)
ECOLOGY
Environment any (Maelstrom)
Organization solitary, pair, or school (3–18)
Treasure none
SPECIAL ABILITIES
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Confusion (Su) A creature struck by a voidworm’s tail slap must make a DC 12 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Ourdivar
The upper body of this creature is that of a multicolored bestial humanoid, while its lower section ends in a serpentine tail.
Ourdivars are spontaneously formed when called forth via spells like lesser planar ally. They toil at the behest of their conjurer creators, acting as tools of chaos across the planes. An ourdivar is 12 feet long and weighs 700 pounds.
CN Large (, , protean, shapechanger)
Init +5; Senses 30 ft., 60 ft.; Perception +10
DEFENSE
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 42 (5d10+15)
Fort +4, Ref +5, Will +6
Defensive Abilities anatomy, freedom of movement; acid; electricity 10, sonic 10; 15
OFFENSE
Speed 30 ft., 30 ft. (perfect), 30 ft.
Melee slam +8 (1d6+4), tail slap +3 (1d8+2 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks adaptive strike, (1d8+4), warpwave exit
(CL 5th; concentration +7)
3/day—color spray (DC 13)
1/day—dispel magic, rage
STATISTICS
Str 18, Dex 13, Con 16, Int 11, Wis 15, Cha 14
Base Atk +5; +10; CMD 21
Feats Combat Reflexes, Improved Initiative, Power Attack
Skills Bluff +10, Fly +15, Intimidate +10, Perception +10, Sense Motive +10, Stealth +5, Swim +12
Languages Abyssal, Protean
SQ (humanoid or monstrous humanoid; polymorph)
ECOLOGY
Environment any (Maelstrom)
Organization solitary, pair, or breach (3–5)
Treasure none
SPECIAL ABILITIES
Adaptive Strike (Su) An ourdivar’s natural weapons count as chaotic and magical for the purpose of overcoming damage reduction. An ourdivar can change the physical shape of its slam attack to change the damage type it deals to bludgeoning, slashing, or piercing as a swift action.
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Warpwave Exit (Su) An ourdivar that is killed or banished erupts in a wave of chaotic energy, affecting 1d4+1 non-protean corporeal creatures within 15 feet with a minor warpwave. If a minor warpwave duplicates a spell effect, the caster level of that spell effect is equal to the ourdivar’s CR (CL 4th for the typical ourdivar). Targets can resist the warpwave’s effect with a successful DC 15 Fortitude save. The save DC is Constitution-based.
d10 | Ourdivar Warpwave Exit Effect |
---|---|
1 | 2 points of Str, Dex, or Con damage (random). |
2 | 2 points of Int, Wis, or Cha damage (random). |
3 | Blinded or deafened (random) for 1d4 rounds. |
4 | Fatigued (or exhausted if already fatigued). |
5 | Target gains the effects of slow. |
6 | Target gains a +2 enhancement bonus to Strength, Dexterity, or Constitution (random) for 24 hours. |
7 | Target gains a +2 enhancement bonus to Intelligence, Wisdom, or Charisma (random) for 24 hours. |
8 | Target gains the effects of protection from law. |
9 | Target gains 3d6 temporary hit points. |
10 | Target gains the effects of haste. |
Azuretzi
Brilliant blue scales with purple highlights cover this sinuous creature’s body, and its slender reptilian maw is filled with tiny, sharp teeth.
Azuretzis, which are also known as mockery wyrms, enjoy vexing spellcasting creatures.
CN Small (, , protean, shapechanger)
Init +9; Senses 30 ft., 60 ft., detect law; Perception +11
DEFENSE
AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
hp 57 (6d10+24)
Fort +6, Ref +10, Will +7
Defensive Abilities anatomy, freedom of movement; 5/lawful; acid, polymorph; electricity 10, sonic 10; 16
OFFENSE
Speed 30 ft., 30 ft. (perfect), 30 ft.
Melee bite +11 (1d4+3), 2 claws +10 (1d3+3), tail slap +8 (1d4+1 plus )
Special Attacks (1d4+3), grab (Medium), mocking touch, spell pilfer
(CL 6th; concentration +9)
Constant—detect law
At will—dimension door, shatter (DC 15)
3/day—dispel magic, hideous laughter (DC 15)
1/day—chaos hammer (DC 17)
STATISTICS
Str 16, Dex 21, Con 19, Int 16, Wis 14, Cha 17
Base Atk +6; +8 (+12 grapple); CMD 23 (can’t be tripped)
Feats Improved Initiative, Multiattack, Weapon Focus (bite)
Skills Acrobatics +14, Bluff +12, Disguise +12 (+32 when using mimic form), Fly +24, Knowledge (planes) +12, Perception +11, Sense Motive +11, Stealth +18, Survival +11, Swim +11
Racial Modifiers +20 Disguise when using mimic form
Languages Abyssal, Protean
SQ (polymorph), mimic form
ECOLOGY
Environment any (Maelstrom)
Organization solitary, pair, or cackle (3–6)
Treasure none
SPECIAL ABILITIES
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Mimic Form (Su) An azuretzi can mimic forms by spending a full-round action to study a creature. It can use change shape to assume a studied target’s form as a swift action, or revert to true form as a free action. It can maintain a number of studied targets equal to its Intelligence modifier, after which it must discard one to study a new creature.
Mocking Touch (Su) An azuretzi can borrow a creature’s talents with a touch attack, suppressing the target’s ability to use a single spell or spell-like ability (up to 4th level) of the protean’s choice for 1d4 rounds. If the azuretzi suppresses the use of a spell, the target can’t cast that spell. The azuretzi can cast it once, using its own caster level and Charisma modifier to determine the spell’s effects and save DC. If the azuretzi suppresses a spell-like ability, it can use that ability up to three times, or as many times per day as its target could, whichever is fewer. Unwilling targets can resist the azuretzi’s mocking touch with a successful DC 16 Will save. An azuretzi can’t use mocking touch if it currently has access to a spell or ability from prior uses of this ability. The save DC is Charisma-based.
Spell Pilfer (Su) Two azuretzis can work together as a standard action to redirect an ongoing spell effect from one creature within 30 feet to another. They can move a spell’s effect to themselves, sharing its effects as if they were one creature, or shift it to a single valid target of the original spell within 30 feet. The spell’s effects, caster level, and duration are unaffected, and continue as if the new target were the caster’s original target. With a successful DC 16 Will save, a creature can resist having a spell effect taken from it or applied to it. The save DC is Charisma-based.
Chaos Beast
This thing is a horrid mass of barbed tentacles, glaring eyes, and gnashing teeth, twisting upon itself and reshaping into new forms.
A chaos beast’s form changes without any goal or purpose. Though at any particular second a chaos beast may appear to have dozens of limbs, whether claws, tentacles, stingers, and so on, the lightning-quick shifts of its body mean most of these are gone before it has a chance to use them, and its attacks are always treated as claws regardless of the creature’s appearance.
CN Medium (, )
Init +6; Senses 60 ft.; Perception +13
DEFENSE
AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
hp 85 (9d10+36)
Fort +9, Ref +8, Will +4
Defensive Abilities , resistant to transformation; 18
OFFENSE
Speed 20 ft.
Melee 4 claws +13 (1d6+3 plus corporeal instability)
STATISTICS
Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 11
Base Atk +9; +12; CMD 25 (can’t be tripped)
Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon Focus (claw)
Skills Acrobatics +14 (+10 jump), Climb +15, Escape Artist +14, Perception +13, Stealth +14, Swim +15
ECOLOGY
Environment any
Organization solitary or invasion (2–5)
Treasure none
SPECIAL ABILITIES
Corporeal Instability (Su) Claw—contact (curse); save Fort DC 17; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves. The save DC is Constitution-based.
Amorphous Body: A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).
Resistant to Transformation (Ex) Transmutation effects, such as polymorphing or petrification, force a chaos beast into a new shape, but at the start of its next turn, it immediately returns to its normal form as a free action.
Naunet
Tentacles tipped with snapping jaws emerge from this serpentine creature’s back, complementing the vicious maw in its reptilian face.
Possessing little in the way of culture, the powerful naunets are the most bestial of the true proteans, representing the lowest recognized caste. Naunets are the shock troops of the protean race, and patrol the borderlands between the Maelstrom and other planes, seeking out lawful incursions and making daring, savage raids into the realms of their enemies. Far more bestial than their kin, naunets are roving marauders in the cause of chaos. Primarily found in the shifting borderlands between the Maelstrom and other planes, naunets are driven half-insane by the stability and stasis of such areas, and frequently rampage through the edges of other planes, tearing up the very fabric of reality itself and returning vast swaths of land to the beautiful, formless potentiality of their home. A naunet is 12 feet long and weighs 900 pounds.
CN Large (, , protean, shapechanger)
Init +7; Senses 30 ft., 60 ft., detect law; Perception +15
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 94 (9d10+45)
Fort +11, Ref +11, Will +6
Defensive Abilities anatomy, freedom of movement; 5/lawful; acid, polymorph; electricity 10, sonic 10; 18
OFFENSE
Speed 30 ft., 30 ft. (perfect), 30 ft.
Melee bite +14 (1d8+5) , tail slap +11 (1d6+2 plus ), 2 tentacles +11 (1d6+2 plus confusion)
Space 10 ft.; Reach 10 ft.
Special Attacks adaptive strike, coalesce chaos, (1d6+5)
(CL 7th; concentration +9)
Constant—detect law
At will—acid arrow, fog cloud, dimension door (self plus 50 lbs. of objects only), shatter (DC 14)
1/day—chaos hammer (DC 16)
STATISTICS
Str 20, Dex 17, Con 20, Int 11, Wis 16, Cha 15
Base Atk +9; +15; CMD 28
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (bite)
Skills Acrobatics +15, Fly +9, Intimidate +14, Perception +15, Stealth +11, Survival +15, Swim +25
Languages Abyssal, Protean
SQ (polymorph)
ECOLOGY
Environment any (Maelstrom)
Organization solitary, pair, or cacophony (3–12)
Treasure none
SPECIAL ABILITIES
Adaptive Strike (Su) A naunet’s natural weapons count as magical and chaotic for the purposes of overcoming damage reduction. As a free action once per round, a naunet may infuse all of its natural attacks with adamantine, silver, or cold iron, thereby allowing it to overcome damage reduction of those types as well.
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Coalesce Chaos (Su) Once per day as a standard action, three or more naunets working together can create a roiling cloud of multicolored chaos matter. This effect is identical to solid fog (CL 12th) and lasts for 2d6 rounds. If six or more naunets are present, the coalesced chaos instead functions as acid fog (CL 12th).
Confusion (Su) A creature struck by a naunet’s tentacle attack is infused with raw chaos, and must make a DC 19 Will save or be confused for 1 round. Rounds of confusion dealt in this manner stack. A creature with a chaotic component to its alignment gains a +4 bonus on saves against this effect, and creatures with the chaotic subtype are immune. This is a mind-affecting effect. The save DC is Constitution-based.
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Pelagastr
This glittering serpent’s body ends in a looping length of tail. Its scales glow softly in ever-changing patterns.
Just as other proteans delight in bringing change to subvert the awful stagnancy of the physical world, pelagastrs are dedicated to inviting chaos and freedom into the dull, stale lives of its inhabitants. Unrestrained by the limits of a physical body, they spy on private spaces and secrets, and hop from host to host to savor the strangeness of the physical world using as many senses as possible.
CN Medium (, , , protean, shapechanger)
Init +10; Senses 30 ft., 60 ft., detect law; Perception +16
DEFENSE
AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
hp 105 (10d10+50); 5
Fort +10, Ref +13, Will +10
Defensive Abilities anatomy, freedom of movement, ; 5/lawful; Immune acid, polymorph; electricity 10, sonic 10; 19
OFFENSE
Speed 30 ft. (perfect)
Melee bite +16 touch (1d6), 2 claws +16 touch (1d4), tail slap +12 (1d6+6)
Special Attacks (1d6+4), overshadowing ego, spirit coils, warpwave
(CL 10th; concentration +14)
Constant—comprehend languages, detect law
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only), mage hand
3/day—hypnotic pattern (DC 16), pilfering hand
1/day—chaos hammer (DC 18)
STATISTICS
Str —, Dex 23, Con 21, Int 16, Wis 16, Cha 19
Base Atk +10; +16 (+20 grapple); CMD 30 (can’t be tripped)
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Bluff), Weapon Focus (tail slap)
Skills Acrobatics +19, Bluff +23, Diplomacy +17, Fly +27, Knowledge (planes) +16, Perception +16, Perform (sing) +17, Sense Motive +16, Stealth +19 (+39 when motionless)
Racial Modifiers +20 Stealth when motionless
Languages Common, Protean; comprehend languages
SQ blending scales, (polymorph)
ECOLOGY
Environment any (Maelstrom)
Organization solitary, pair, or convocation (3–6)
Treasure none
SPECIAL ABILITIES
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD). When a pelagastr changes shape, it remains incorporeal in its assumed form.
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Overshadowing Ego (Su) Once per round as a standard action, the pelagastr can merge its body with that of a corporeal creature. This ability is similar to a greater possession spell (caster level equals the protean’s Hit Dice). To use this ability, the pelagastr must be adjacent to the target. The target can resist the attack with a successful DC 19 Will save. A creature that successfully saves is immune to that same pelagastr’s overshadowing ego for 24 hours. The save DC is Charisma-based.
Spirit Coils (Su) A pelagastr’s bite and claw attacks resolve as touch attacks and deal force damage, but its tail slap attack resolves normally and deals bludgeoning damage, as the tail dips into reality when attacking; this also allows it to constrict and grapple foes. The pelagastr always adds 1-1/2 times its Charisma modifier to damage dealt by its tail slap and treats its Charisma score as its effective Strength score should its tail’s ability to lift or drag objects come into play.
Warpwave (Su) A creature that takes damage from a pelagastr’s constrict ability must succeed at a DC 20 Fortitude save or be affected by its warpwave. The save DC is Constitution-based.
d12 | Pelagastr Warpwave Effect |
---|---|
1 | Target takes 2 Strength damage. |
2 | Target takes 2 Dexterity damage. |
3 | Target takes 2 Constitution damage. |
4 | Target takes 2 Intelligence damage. |
5 | Target takes 2 Wisdom damage. |
6 | Target takes 2 Charisma damage. |
7 | Target gains 1 negative level. |
8 | Target is blinded or deafened for 1d4 rounds. |
9 | Target is confused for 1d4 rounds. |
10 | Target is entangled by filaments of energy for 1d4 rounds. |
11 | Target becomes fatigued (or exhausted if already fatigued). |
12 | Target becomes nauseated for 1d4 rounds. |
Imentesh
This serpentine creature has the lower body of a snake, a humanoid torso, and a bird-like head and claws.
These cunning proteans seek to subvert the forces of order from within their own systems, whispering information and insinuations where they can do the most damage. Endlessly creative, they adore reforming the landscapes of the Maelstrom to suit their fancies, but enjoy warping the vistas and creatures of other planes even more. Missionaries of chaos and heralds of reality’s eventual unraveling, imenteshes are the proteans most likely to be encountered outside of the Maelstrom. Despite their sometimes loquacious and courtly manner, imenteshes’ entropic agenda is ever at the front of their minds, and this inherent madness is evident in the soft, telepathic susurrus that constantly surrounds them, threatening to warp the minds of the weak-willed. An imentesh is 15 feet long and weighs 1,200 pounds.
CN Large (, , protean, shapechanger)
Init +7; Senses 30 ft., 60 ft.; Perception +20
DEFENSE
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 123 (13d10+52); 5
Fort +12, Ref +7, Will +14
Defensive Abilities anatomy, freedom of movement; 10/lawful; acid, polymorph; electricity 10, sonic 10; 21
OFFENSE
Speed 30 ft., 30 ft. (perfect), 30 ft.
Melee bite +19 (2d6+7), 2 claws +19 (1d8+7), tail +17 (1d8+3 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks (1d8+7), inflict warpwave, sneak attack +4d6
(CL 10th; concentration +15)
Constant—detect law, tongues
At will—dimension door (self plus 50 lbs. of objects only), make whole, major creation, shatter (DC 17), shrink item
3/day—chaos hammer (DC 19), dispel magic, slow (DC 18)
1/day—break enchantment, dispel law (DC 20), haste, polymorph any object (DC 23)
STATISTICS
Str 24, Dex 17, Con 18, Int 23, Wis 18, Cha 21
Base Atk +13; +21 (+25 grapple); CMD 34 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Improved Feint, Improved Initiative, Iron Will, Multiattack, Persuasive
Skills Acrobatics +19, Bluff +21, Diplomacy +25, Disable Device +16, Fly +9, Intimidate +25, Knowledge (arcana) +22, Knowledge (planes) +22, Knowledge (any two) +19, Perception +20, Sense Motive +20, Stealth +15, Swim +15
Languages Abyssal, Protean; tongues
SQ (greater polymorph)
ECOLOGY
Environment any (Maelstrom)
Organization solitary, pair, or envoy (3–10)
Treasure standard
SPECIAL ABILITIES
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Inflict Warpwave (Su) As a standard action, an imentesh can inflict a warpwave upon any corporeal creature within 100 feet. The target can resist the warpwave’s effects with a DC 20 Fortitude save. If the imentesh wishes, it can use this ability as a swift action, but if it does so, it is affected by the warpwave as well unless it resists the effects with its own Fortitude save. The save DC is Constitution-based.
d20 | Imentesh Inflict Warpwave Effect |
---|---|
1 | Target takes 2 Strength damage. |
2 | Target takes 2 Dexterity damage. |
3 | Target takes 2 Constitution damage. |
4 | Target takes 2 Intelligence damage. |
5 | Target takes 2 Wisdom damage. |
6 | Target takes 2 Charisma damage. |
7 | Target gains 1 negative level. |
8 | Target is blinded or deafened for 1d4 rounds. |
9 | Target is confused for 1d4 rounds. |
10 | Target is entangled by filaments of energy for 1d4 rounds. |
11 | Target becomes fatigued (or exhausted if already fatigued). |
12 | Target becomes nauseated for 1d4 rounds. |
13 | Target is stunned for 1d4 rounds. |
14 | Target is sickened for 1d4 rounds. |
15 | Target is staggered for 1d4 rounds. |
16 | Target gains 4d6 temporary hit points. |
17 | Target is affected by a heal spell (CL = protean’s CR). |
18 | Target is turned to stone. |
19 | Target is affected by baleful polymorph (CL = protean’s CR). |
20 | Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target. |
Oshageros
This crocodile-jawed creature has two talon-tipped hands and luminescent tentacles extending from its back.
Oshageroses exist to destroy or ward away creatures seen as antithetical to true chaos. An oshageros is 8 feet long and weighs 220 pounds.
CN Medium (, , protean, shapechanger)
Init +11; Senses 30 ft., 60 ft., detect law; Perception +24
DEFENSE
AC 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)
hp 195 (17d10+102)
Fort +13, Ref +19, Will +16
Defensive Abilities anatomy, freedom of movement; 10/lawful; acid, polymorph effects; electricity 10, sonic 10; 24
OFFENSE
Speed 30 ft., 30 ft. (perfect), 30 ft.
Melee bite +23 (1d8+6 plus warpwave), 2 claws +23 (1d8+6), tail slap +18 (1d4+3 plus ), 4 tentacles +18 (1d4+3 plus drain)
Special Attacks (1d4+6), draining tentacles, warpwave burst
(CL 13th; concentration +18)
Constant—detect law
At will—greater dispel magic, greater teleport (self plus 50 lbs. of objects only)
3/day—chaos hammer (DC 19)
1/day—dispel law (DC 20), dismissal (DC 20), (level 5, 2 imenteshesB2 75%)
STATISTICS
Str 22, Dex 25, Con 22, Int 21, Wis 18, Cha 21
Base Atk +17; +23; CMD 41 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility
Skills Acrobatics +27, Bluff +25, Diplomacy +25, Fly +35, Intimidate +25, Knowledge (planes) +25, Perception +24, Sense Motive +24, Stealth +27, Survival +24, Swim +31
Languages Abyssal, Protean
SQ (greater polymorph)
ECOLOGY
Environment any (Maelstrom)
Organization solitary, pair, or school (3–8 oshageroses)
Treasure standard
SPECIAL ABILITIES
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Draining Tentacles (Ex) An oshageros’s tentacles flicker with chaotic energies that sap the vigor of those they strike. A creature struck by a tentacle takes 1 point of Dexterity drain and is staggered for 1 round; this effect is negated with a successful DC 24 Fortitude save, but a new saving throw must be attempted for each tentacle hit. The duration of the staggered effect stacks with multiple hits. The save DC is Constitution-based.
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Warpwave Burst (Su) As a standard action once every 1d4 rounds, an oshageros can unleash a powerful chaotic force in a 20-foot-radius burst centered on itself. This burst affects all creatures in the area save for other proteans. Affected creatures are struck by its warpwave and are staggered for 1 round. A successful DC 24 Fortitude save negates both effects. The save DC is Constitution-based.
d20 | Oshageros Warpwave Burst Effect |
---|---|
1 | Target takes 2 Strength damage. |
2 | Target takes 2 Dexterity damage. |
3 | Target takes 2 Constitution damage. |
4 | Target takes 2 Intelligence damage. |
5 | Target takes 2 Wisdom damage. |
6 | Target takes 2 Charisma damage. |
7 | Target gains 1 negative level. |
8 | Target is blinded or deafened for 1d4 rounds. |
9 | Target is confused for 1d4 rounds. |
10 | Target is entangled by filaments of energy for 1d4 rounds. |
11 | Target becomes fatigued (or exhausted if already fatigued). |
12 | Target becomes nauseated for 1d4 rounds. |
13 | Target is stunned for 1d4 rounds. |
14 | Target is sickened for 1d4 rounds. |
15 | Target is staggered for 1d4 rounds. |
16 | Target gains 4d6 temporary hit points. |
17 | Target is affected by a heal spell (CL = protean’s CR). |
18 | Target is turned to stone as per flesh to stone. |
19 | Target is affected by baleful polymorph (CL = protean’s CR). |
20 | Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target. |
Hegessik
This serpentine creature has shimmering golden plumage that transitions into sparkling gemstones on its back.
The reclusive hegessiks are the wandering clergy of the protean race, itinerant spiritual elders and voices in the supernatural wilderness. Detached from the ever-shifting pseudo-structure of powerful protean cabals, hegessiks serve as intermediaries between them and as agents of the protean lords. Along with keketars, they deal with those gods who dwell within the Maelstrom. The average hegessik is 14 feet long and weighs 1,400 pounds.
CN Large (, , protean, shapechanger)
Init +10; Senses 60 ft., 60 ft., detect law; Perception +26
Aura maddening whispers (20 ft., DC 24)
DEFENSE
AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, –1 size)
hp 212 (17d10+119)
Fort +17, Ref +13, Will +16
Defensive Abilities anatomy, freedom of movement; 10/lawful; acid, polymorph; electricity 10, sonic 10; 26
OFFENSE
Speed 30 ft., 30 ft. (average), 30 ft.
Melee bite +27 (2d8+11/19–20 plus warpwave), 2 claws +27 (1d8+11), tail slap +23 (2d6+5 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks (2d6+16), leaching , telekinetic reach, warpwave (DC 25)
(CL 15th; concentration +21)
Constant—detect law
At will—confusion (DC 20), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), slow (DC 19)
3/day—baleful polymorph (DC 21), chaos hammer (DC 20), quickened displacement, quickened mirror image
1/day—plane shift (DC 23), polymorph any object (DC 24)
STATISTICS
Str 32, Dex 23, Con 25, Int 18, Wis 22, Cha 23
Base Atk +17; +29; CMD 45
Feats Combat Reflexes, Critical Focus, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-Like Ability (displacement, mirror image), Staggering Critical
Skills Acrobatics +26, Bluff +26, Diplomacy +26, Fly +24, Knowledge (arcana, planes) +24, Perception +26, Sense Motive +26, Spellcraft +24, Swim +36
Languages Abyssal, Protean; 100 ft.
SQ (greater polymorph)
ECOLOGY
Environment any (Maelstrom)
Organization solitary or cloister (2–6)
Treasure standard
SPECIAL ABILITIES
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Leaching Gaze (Su) When opened, a hegessik’s third eye produces a powerful gaze attack with a 30-foot range. A creature affected by this attack takes 1d3 points of Wisdom damage unless it succeeds at a DC 24 Will save. Proteans are immune to this effect. The save DC is Charisma-based.
Maddening Whispers (Su) A mind-bending susurrus of voices and false perceptions infuses reality in close proximity to a hegessik protean. Any creature within the range of the protean’s aura must succeed at a DC 24 Will save or be confused for 1 round. A creature with a chaotic component to its alignment gains a +4 bonus on this save, and creatures with the chaotic subtype are immune. This is a mind-affecting effect, and the save DC is Charisma-based.
Telekinetic Reach (Su) Every 1d4 rounds, a hegessik protean can take a full-round action to make all of its natural attacks as a flurry of telekinetic force with a range of 60 feet. Such attack rolls take a –5 penalty when made at a distance of up to 30 feet, and a –10 penalty when made at a distance of 31–60 feet. A hegessik protean must have line of effect to a target in order to use this ability. A hegessik can’t use its grab or warpwave ability with attacks made using this ability.
Warpwave (Su) As a standard action, a Hegessik can inflict a warpwave upon any corporeal creature within 100 feet. The target can resist the warpwave’s effects with a DC 25 Fortitude save. If the hegessik wishes, it can use this ability as a swift action, but if it does so, it is affected by the warpwave as well unless it resists the effects with its own Fortitude save. The save DC is Constitution-based.
d20 | Hegessik Warpwave Effect |
---|---|
1 | Target takes 2 Strength damage. |
2 | Target takes 2 Dexterity damage. |
3 | Target takes 2 Constitution damage. |
4 | Target takes 2 Intelligence damage. |
5 | Target takes 2 Wisdom damage. |
6 | Target takes 2 Charisma damage. |
7 | Target gains 1 negative level. |
8 | Target is blinded or deafened for 1d4 rounds. |
9 | Target is confused for 1d4 rounds. |
10 | Target is entangled by filaments of energy for 1d4 rounds. |
11 | Target becomes fatigued (or exhausted if already fatigued). |
12 | Target becomes nauseated for 1d4 rounds. |
13 | Target is stunned for 1d4 rounds. |
14 | Target is sickened for 1d4 rounds. |
15 | Target is staggered for 1d4 rounds. |
16 | Target gains 4d6 temporary hit points. |
17 | Target is affected by a heal spell (CL = protean’s CR). |
18 | Target is turned to stone as per flesh to stone. |
19 | Target is affected by baleful polymorph (CL = protean’s CR). |
20 | Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target. |
Keketar
Colors dance over this serpentine creature’s scales. A strange crown of energy glows above the thing’s reptilian head.
Priest-kings and voices of the Maelstrom itself, keketars rule their fellows in the name of their bizarre god. Though their forms are extremely mutable, keketars can always be recognized thanks to eyes that glow amber or violet and floating crowns of swirling and changing symbols that often appear above their heads. Organized into cabals called choruses, keketars seek only to understand and follow the will of entropy. Their sacred mission is to return all existence to primal chaos.
CN Large (, , protean, shapechanger)
Init +5; Senses 60 ft., 60 ft.; Perception +33
Aura spatial riptide (30 ft.)
DEFENSE
AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
hp 287 (23d10+161); 10
Fort +22, Ref +14, Will +22
Defensive Abilities anatomy, freedom of movement; 15/lawful; acid, polymorph; electricity 10, sonic 10; 28
OFFENSE
Speed 40 ft., 40 ft. (perfect), 40 ft.
Melee bite +31 (4d8+9 plus warpwave), 2 claws +31 (2d6+9 plus warpwave), tail slap +29 (2d8+4 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks (1d8+9), reshape reality
(CL 17th; concentration +24)
Constant—detect law, tongues
At will—chaos hammer (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), major creation, move earth, shatter (DC 19)
3/day—quickened confusion (DC 21), dispel law (DC 22), empowered chaos hammer (DC 21), polymorph any object (DC 25)
1/day—disintegrate (DC 23), prismatic spray (DC 24), prismatic sphere (DC 26), reshape reality
STATISTICS
Str 29, Dex 21, Con 24, Int 20, Wis 25, Cha 24
Base Atk +23; +33 (+35 bull rush, +37 grapple); CMD 48 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Empower Spell-like Ability (chaos hammer), Great Fortitude, Improved Bull Rush, Improved Vital Strike, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-like Ability (confusion), Vital Strike
Skills Acrobatics +31, Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (any two) +28, Knowledge (arcana, planes) +31, Perception +33, Stealth +27, Swim +40
Languages Abyssal, Protean; 100 ft.
SQ (greater polymorph)
ECOLOGY
Environment any (Maelstrom)
Organization solitary or chorus (2–4)
Treasure standard
SPECIAL ABILITIES
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Reshape Reality (Sp) This ability functions as the spell mirage arcana heightened to a 9th-level spell, except the changes created are quasi-real, like those created by shadow conjuration. A creature that interacts with reshaped reality may make a DC 26 Will save to see through the semi-real illusion. Terrain can provide concealment, and against foes who do not make the Will save to see through the facade, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% normal hardness and hit points, and break DCs are 10 lower than normal. Dangerous terrain cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas where planar travel is prohibited.
Spatial Riptide (Su) Any non-protean teleporting into or out of the protean’s aura must make a DC 28 Fortitude save or enter a state of suspended animation (identical to temporal stasis) for 1d3 rounds; success means the creature is merely nauseated for 1 round. The save DC is Constitution-based.
Warpwave (Su) A creature struck by a keketar’s claw or bite must make a DC 28 Fortitude save or be affected by its warpwave. The save DC is Constitution-based.
d20 | Keketar Warpwave Effect |
---|---|
1 | Target takes 2 Strength damage. |
2 | Target takes 2 Dexterity damage. |
3 | Target takes 2 Constitution damage. |
4 | Target takes 2 Intelligence damage. |
5 | Target takes 2 Wisdom damage. |
6 | Target takes 2 Charisma damage. |
7 | Target gains 1 negative level. |
8 | Target is blinded or deafened for 1d4 rounds. |
9 | Target is confused for 1d4 rounds. |
10 | Target is entangled by filaments of energy for 1d4 rounds. |
11 | Target becomes fatigued (or exhausted if already fatigued). |
12 | Target becomes nauseated for 1d4 rounds. |
13 | Target is stunned for 1d4 rounds. |
14 | Target is sickened for 1d4 rounds. |
15 | Target is staggered for 1d4 rounds. |
16 | Target gains 4d6 temporary hit points. |
17 | Target is affected by a heal spell (CL = protean’s CR). |
18 | Target is turned to stone as per flesh to stone. |
19 | Target is affected by baleful polymorph (CL = protean’s CR). |
20 | Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target. |
Izfiitar
This serpentine monster has six arms and is crowned by a halo of ever-changing symbols.
While the keketars hold vague ideological sway over their kind’s infinite choruses, the izfiitars loom above them, cardinals among the slithering clergy. Aloof and distant even compared to the keketars, izfiitars rarely venture beyond the Maelstrom’s deepest reaches, content to divine the will of the plane’s unknowable dualistic godhead, the Speakers of the Depths. Bound to a single chorus, izfiitars are and yet are not distinct from the keketars who pay them obeisance, leading many to speculate that they are essentially elevated keketars, chosen for reasons unknown and propelled along a path of apotheosis either by the Maelstrom itself or by one of the so-called protean lords. Yet their position remains paradoxical, befitting the Maelstrom’s rejection of stability and consistency. Not every chorus contains an izfiitar, while some contain multiple, and the size and influence of any given chorus is entirely independent of their presence. Although smaller in size than keketars, izfiitars have monstrous physical attacks and stupendous magical powers. They wield a more powerful version of lesser proteans’ warpwave, as well as abilities that bend reality and alter probability, focused on the proteans’ desire to return all of reality to the freedom of pure, unbound chaos.
HERALD OF THE SPEAKERS
Among the izfiitars, those termed Heralds of the Speakers wield greater power and authority than their kin and take a more direct hand in guiding the choruses than the much more distant protean lords. Each Herald of the Speakers is effectively a unique being; they often have additional Hit Dice or levels in a particular class (typically cleric or oracle), the advanced creature simple template, and possibly unique powers granted by their dualistic and inscrutable divine patron. Listed below are three sample unique abilities of Heralds of the Speakers, but these examples are by no means the entirety of the strange powers they might wield.
Planar Transposition (Su): The Herald’s connection to the fabric of the Maelstrom that underlies every other plane of reality provides it a considerable ability to influence its surroundings even while on other planes. As a standard action once every 1d4 rounds, the Herald can suppress one planar trait or add one of the Maelstrom’s planar traits to an area equal to one 10- foot square per Hit Die it has. Alternatively, the Herald can effectively shift the area in a 90-foot radius centered on itself into the Maelstrom, swapping a corresponding region of the Maelstrom onto its current plane and choosing whether to move creatures or leave them in place. Creatures can resist being transported by succeeding at a Will save (DC = 10 + half the Herald’s HD + the Herald’s Charisma modifier).
Reality Flaunt (Su): The Herald can selectively ignore or redirect a spell or spell-like ability once every 1d4 rounds as an immediate action. The Herald can choose to buck the laws of reality and ignore such an effect by attempting a Wisdom check (DC = the caster level of the spell or spell-like ability). If the Herald exceeds the DC by 10 or more, it can choose to redirect any targeted effect to a new target of its choosing within 60 feet.
Voice of the Speakers (Su): The Herald of the Speakers has additional spell-like abilities (20 spell levels’ worth of 1st- to 4th-level spells usable at will and 20 spell levels’ worth of 5th- to 8th-level spells usable three times per day). All selected spells must come from the cleric spell list, the Chaos domain, or the Protean subdomain.
CN Medium (, , protean, shapechanger)
Init +14; Senses 60 ft., 60 ft., detect law, true seeing; Perception +36
Aura cloak of chaos (DC 27)
DEFENSE
AC 36, touch 24, flat-footed 26 (+10 Dex, +4 deflection, +12 natural)
hp 362 (25d10+225)
Fort +27, Ref +22, Will +26
Defensive Abilities anatomy, freedom of movement; 15/lawful; acid, polymorph effects; electricity 10, sonic 10; 31
OFFENSE
Speed 40 ft., 50 ft. (perfect), 40 ft.
Melee bite +34 (4d6+9/19–20 plus greater warpwave), 6 claws +34 (1d6+9 plus greater warpwave), 2 tail slaps +32 (1d8+4 plus )
Special Attacks (1d8+13)
(CL 20th; concentration +29)
Constant—cloak of chaos (DC 27), detect law, true seeing
At will—confusion (DC 23), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), major creation, plane shift (DC 26), telekinesis (DC 34)
3/day—quickened confusion (DC 23), quickened disintegrate (DC 25), prismatic spray (DC 26), reshape reality (DC 26), quickened telekinesis (DC 24), word of chaos (DC 26)
1/day—heal, implosion (DC 28), mage’s disjunction, prismatic sphere (DC 28)
1/year—miracle
STATISTICS
Str 29, Dex 31, Con 28, Int 24, Wis 27, Cha 28
Base Atk +25; +34; CMD 58 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell- Like Ability (confusion, disintegrate, telekinesis), Vital Strike
Skills Acrobatics +38, Bluff +37, Diplomacy +37, Fly +46, Knowledge (arcana, planes) +35, Knowledge (history, religion) +32, Perception +36, Sense Motive +36, Spellcraft +35, Stealth +38, Swim +42
Languages Abyssal, Protean; 100 ft.
SQ (shapechange)
ECOLOGY
Environment any (Maelstrom)
Organization solitary or chorus (2–3)
Treasure double
SPECIAL ABILITIES
Amorphous Anatomy (Ex) A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Greater Warpwave (Su) A creature struck by an izfiitar’s bite or claw must succeed at a DC 31 Fortitude save or be affected by its greater warpwave. The save DC is Constitution-based.
d20 | Greater Warpwave Effect |
---|---|
1 | Target takes 4 points of Strength damage. |
2 | Target takes 4 points of Dexterity damage. |
3 | Target takes 4 points of Constitution damage. |
4 | Target takes 4 points of Intelligence damage. |
5 | Target takes 4 points of Wisdom damage. |
6 | Target takes 4 points of Charisma damage. |
7 | Target gains 1d4 negative levels. |
8 | Target is blinded or deafened for 1d4+1 rounds. |
9 | Target is confused for 1d4 rounds, and all non-proteans that are within 20 feet are affected by confusion (Will DC 23 negates). |
10 | Target is struck by a fireball (Reflex DC 22 half) centered on its location that deals acid damage rather than fire. |
11 | Target is affected by greater dispel magic (CL 20th). |
12 | Target is sickened for 1d4+1 rounds. |
13 | Target is nauseated for 1d4+1 rounds. |
14 | Target is staggered for 1d4+1 rounds. |
15 | Target is stunned for 1d4+1 rounds. |
16 | Target gains 8d6 temporary hit points. |
17 | Target is affected by a heal spell (CL 20th). |
18 | Target is permanently turned to stone. |
19 | Target is temporarily shifted outside of the normal flow of time, as per temporal stasis, for 1d3 rounds. |
20 | Target is affected by imprisonment (CL 20th), and a keketar protean loyal to the izfiitar appears in the target’s place. |
Reshape Reality (Sp) This ability functions as mirage arcana heightened to a 9th-level spell, except the changes created are quasi-real, like those created by shadow conjuration. A creature that interacts with reshaped reality can attempt a DC 26 Will save to see through the illusion. Terrain thus created can provide concealment, and against foes who fail the Will save to see through it, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% of the normal hardness and hit points, and break DCs are 10 lower than normal. Damage caused by dangerous terrain can’t exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability can’t damage existing structures, nor does it function in areas where planar travel is prohibited.