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Alktherisa and OmprisgorCreature 19


Unique​Huge​Monitor​Protean​
Source Pathfinder Adventure: Prey for Death
Perception +30 (darkvision, entropy sense (imprecise) 60 feet)
Languages Chthonian, Empyrean, Protean, Telepathy 100 Feet, Truespeech
Skills Acrobatics +33, Athletics +37, Deception +35, Diplomacy +35, Intimidation +37, Religion +34, Stealth +33
Str +10, Dex +6, Con +8, Int +6, Wis +5, Cha +8

AC 43; Fort +35; Reflex +33; Will +30; +1 status to all saves vs. magic
HP 300 (fast healing 15)
Speed 40 feet (fly 50 feet, swim 40 feet)
Resistances Precision 15, Protean Anatomy 25

Jaws One Action +37 (+32, +27) to hit (magical, reach 10, unarmed) 4d12+18 Piercing
Claw One Action +37 (+33, +29) to hit (agile, magical, reach 10, unarmed) 4d8+18 Slashing
Tail One Action +37 (+32, +27) to hit (reach 15) 4d8+18 Bludgeoning

Telepathy 100 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Burst of Creation (healing, vitality)

When Alktherisa and Omprisgor die, they explode in a 30-foot burst, washing all creatures in the area with protean energy. These creatures are healed 20d6 healing Hit Points and must succeed at a DC 38 fortitude Save or be affected by a warpwave for 1 round.

Entropy Sense (Imprecise) 60 feet (divine, prediction)

A keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of Privacy prevents a creature from being detected via entropy sense automatically (without a counteract check).

Two As One

Alktherisa and Omprisgor are a single creature, but each of their heads rolls its own initiative and has its own turn. At the start of a head's turn, it gets 2 actions and 1 reaction. Each head controls one set of arms, but both control the serpentine body. Any ability that would sever a head doesn't cause the conjoined protean to die if it still has its other head, but it does cause it to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the keketar's heads.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicFast Healing 15

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Eat Death Reaction

Trigger A creature within Omprisgor's reach is targeted by a spell that deals Hit Point damage


Effect Omprisgor attempts to counteract the spell with a Religion check; if he succeeds, the spell is countered and Omprisgor becomes Quickened for 1 round; he may use the additional action to Stride or Strike.

Eat Life Reaction

Trigger A creature within Alktherisa's reach is targeted by a spell that heals Hit Points or grants temporary Hit Points


Effect Alktherisa and Omprisgor become additional targets of that spell, even if that spell normally couldn't target an additional creature.

Protean Anatomy 25 (divine)

A keketar's vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first.

The keketar is immune to polymorph effects unless they're a willing target. If Blinded or Deafened, the keketar automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.

Effect: Protean Anatomy

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Spatial Riptide (aura, divine)

30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 41 fortitude save or wink out of existence for [/gmr 1d4 #rounds] rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is Stunned 1. Keketars are immune to this effect.

Change Shape One Action (concentrate, divine, polymorph)

The keketar can take the appearance of any Huge or smaller creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Constrict One Action

(1d10+15) bludgeoning, DC 41 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Reshape Reality

When the keketar casts Mirage, it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on.

Warpwave

Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.

1d8 Warpwave Effect
1 Clumsy 2 (Clumsy 3 on a critical failure)
2 Confused and gains 4d6 temporary Hit Points
3 Dazzled (permanent on a critical failure)
4 Enfeebled 2 (Enfeebled 3 on a critical failure)
5 Immobilized by filaments of energy
6 Quickened (Stride, Strike, or Step only)
7 Slowed 1
8 Stupefied 2 (Stupefied 3 on a critical failure)
Warpwave Strike (divine, polymorph)

A creature struck by a keketar's jaws or claw Strike must succeed at a DC 38 fortitude save or be subject to a Warpwave.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 44, +35 to hit)

2nd Level: Dispel Magic (At Will), Shatter (At Will)
4th Level: Confusion, Confusion (At Will), Creation (At Will), Divine Wrath, Mirage (See Reshape Reality), Translocate, Translocate (At Will), Unfettered Movement (Constant)
5th Level: Truespeech (Constant)
6th Level: Cursed Metamorphosis, Disintegrate, Teleport (At Will, Self Only)
7th Level: Warp Mind
9th Level: Unfathomable Song


The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar's actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: first, a keketar's eyes are always a piercing shade of amber or violet. Second, the keketar's mark of office—a crown of shifting symbols that hovers above their head—never changes. A keketar cannot remove their crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame.

Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans, the situation is even more pronounced. Whatever the nature and desires of the Speakers of the Depths may be, individual keketars often come to dramatically different conclusions as to their will and intent. To the proteans, however, this inherent dissonance is a strength rather than a weakness.


Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults in the Universe tend to be obscure and secretive.

Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact—that scions of dissolution and disorder would share so many features—pointing out that there is some semblance of order even in the purest chaos. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Monitor

Creatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.

Protean

A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder. They typically have darkvision, an amorphous anatomy, and abilities that create magical warpwaves.