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NaunetCreature 7


LargeMonitorProtean
Source Pathfinder Monster Core 2
Perception +14 (darkvision, entropy sense (imprecise) 30 feet)
Languages Chthonian, Empyrean, Protean
Skills Acrobatics +14, Athletics +16, Intimidation +16, Stealth +14, Survival +12
Str +5, Dex +3, Con +5, Int +0, Wis +3, Cha +3

AC 24; Fort +18; Reflex +14; Will +12; +1 status to all saves vs. magic
HP 120
Speed 25 feet (fly 30 feet, swim 25 feet)
Resistances Precision 5, Protean Anatomy 10

Jaws One Action +18 (+13, +8) to hit (magical, reach 10) 2d10+8 Piercing
Tail One Action +18 (+13, +8) to hit (magical, reach 15) 2d8+8 Bludgeoning
Tentacle One Action +18 (+14, +10) to hit (agile, magical, reach 10, unarmed) 2d8+8 Piercing

Entropy Sense (Imprecise) 30 feet (divine, prediction)

A naunet 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).

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 2

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

Protean Anatomy 10 (divine)

A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, it gains 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 its resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the protean automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Effect: Protean Anatomy

Adaptive Strike Free Action (divine, polymorph)

The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.

Effect: Adaptive Strike

Change Shape One Action (concentrate, divine, polymorph)

The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. This doesn't change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its 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.

Confounding Slam (divine, emotion, mental)

A creature hit by the naunet's tentacle Strike is Stupefied 2 for 1d4 rounds (DC 25 will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead.

Constrict One Action

(1d8+8) bludgeoning damage, DC 22 fortitude save


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.

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 25, +17 to hit)

2nd Level: Acid Grip, Mist (At Will), Shatter (At Will)
3rd Level: Vampiric Feast
4th Level: Translocate, Unfettered Movement (Constant)


Pugnacious and powerfully muscled, naunets serve as the scouts and rank-and-file troops of protean armies.


Proteans are manifestations of chaos made flesh, natives of the Maelstrom that embody the primeval potency of entropy in their serpentine forms.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.