🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

AzuretziCreature 5


CNSmallMonitorProtean
Source Pathfinder Bestiary 2
Perception +11 (darkvision, entropy sense (imprecise) 30 feet)
Languages Abyssal, Celestial, Protean
Skills Acrobatics +11, Arcana +11, Athletics +9, Deception +13, Performance +13, Stealth +13, Survival +11, Thievery +13
Str +2, Dex +4, Con +4, Int +4, Wis +2, Cha +4

AC 22; Fort +11; Reflex +15; Will +11; +1 status to all saves vs. magic
HP 75 (fast healing 2)
Speed 25 feet (fly 25 feet, swim 25 feet)
Weaknesses Lawful 5
Resistances Precision 5, Protean anatomy 8

Jaws One Action +15 (+10, +5) to hit (chaotic, finesse, magical) 1d6 Chaotic + 2d10+4 Piercing
Claw One Action +15 (+11, +7) to hit (agile, chaotic, finesse, magical) 1d6 Chaotic + 2d8+4 Slashing
Tail One Action +13 (+8, +3) to hit (chaotic, magical, reach 15) 1d6 Chaotic + 2d12+4 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Entropy Sense (divination, divine, prediction, divinations, predictions)

An azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi the ability to sense creatures within the listed range. A creature under the effects of Nondetection or that is otherwise shielded from divination and prediction cannot be noticed via entropy sense.

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 8 (divine, transmutation, polymorph)

An azuretzi's vital organs shift and change shape and position constantly. Immediately after the azuretzi 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 azuretzi is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the azuretzi automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Spell Pilfer Reaction

Trigger A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch


Effect The azuretzi attempts to counteract one ongoing spell effect on the target creature with a Thievery check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours.

Constrict One Action

1d12 bludgeoning, DC 22 basic 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.

Mimic Form Two Actions (concentrate, divine, polymorph, transmutation)

As Change Shape but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25 perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time.

Mocking Touch Two Actions (abjuration, divine)

Requirements The azuretzi is not currently using Mocking Touch on a spell


Effect The azuretzi mocks a creature's magical ability with a touch. The azuretzi must attempt a Thievery check against the target's Will DC.


Critical Success The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first.

Success As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally.

Failure As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally.

Critical Failure Mocking Touch has no effect.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 22, +12 to hit)

1st Level: Detect Alignment (Lawful only)
2nd Level: Hideous Laughter
3rd Level: Crisis of Faith, Dispel Magic, Shatter
4th Level: Dimension Door, Freedom of Movement (Constant)


Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth, covered in brilliant blue scales with mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The Maelstrom's chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial naunets, and possibly from mortal petitioners, though azuretzis may just be confusing putative mortal memories with experiences gained from games of mimicry. Never expect azuretzis to operate by any rational, self-consistent rules.

Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target's features into a laughingstock.


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.