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Il'setsya WyrmtouchedCreature 19


UniqueCNMediumGanziHumanoid
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +25 (darkvision, entropy sense (imprecise) 60 feet)
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Protean
Skills
Str +0, Dex +4, Con +2, Int +6, Wis +1, Cha +7

AC 40; Fort +30; Reflex +32; Will +25;
HP 300 (fast healing 5)
Speed 30 feet (Freedom Of Movement 25 feet)
Weaknesses Lawful 15
Resistances Precision 10, Protean anatomy 10

Dagger One Action +30 (+26, +22) to hit (agile, chaotic, finesse, magical, thrown 10, versatile s) 3d4+12 Piercing + 1d6 Chaotic

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 (Imprecise) 60 feet (divination, divine, prediction)

Il'setya can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants Il'setya the ability to sense creatures within the listed range.

The Il'setya's entropy sense doesn't detect creatures under the effects of Nondetection or that are otherwise shielded from divinations and predictions.

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.

Fast Healing 5

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

Protean Anatomy 10 (divine, transmutation)

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

Il'setya is immune to polymorph effects unless she is a willing target. If Blinded or Deafened, Il'setya automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Dimensional Slide One Action (arcane, move, teleport)

Frequency twice per day


Effect Il'setsya steps through a transient hole in space, instantly teleporting to a space within 60 feet that she can see.

Prehensile Tail

Il'setsya's prehensile tail can hold and manipulate objects of Light Bulk or less, though it cannot be used to attack. She can spend an Interact action to use her tail to fetch objects stowed on her person, such as potions.

Warpwave Spell One Action (arcane, polymorph, transmutation)

Il'setsya infuses her next spell with roiling currents of chaos.

If Il'setsya Casts a Spell before her turn is over and the spell affects a creature, that creature is also subject to a Warpwave.

If she doesn't Cast a Spell before the beginning of her next turn, this action is wasted.


Arcane Spontaneous Spells (DC 39, +33 to hit)

Cantrips (10th Level): Acid Splash, Detect Magic, Light, Mage Hand, Prestidigitation, Sigil
1st Level (4 slots): Color Spray, Mage Armor, Magic Missile, Unseen Servant
2nd Level (4 slots): Acid Arrow, Dispel Magic, Glitterdust, Mirror Image
3rd Level (4 slots): Fireball, Haste, Locate, Slow
4th Level (4 slots): Confusion, Creation, Dimensional Anchor, Stoneskin
5th Level (4 slots): Banishment, Black Tentacles, Passwall, Sending
6th Level (4 slots): Baleful Polymorph, Disintegrate, Scrying, Teleport
7th Level (4 slots): Plane Shift, Prismatic Spray, Project Image, Warp Mind
8th Level (3 slots): Horrid Wilting, Maze, Uncontrollable Dance
9th Level (2 slots): Disjunction, Shapechange

Divine Innate Spells (DC 39, +33 to hit)

4th Level: Freedom of Movement (Constant)



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.

Ganzi

A planar scion descended from a chaotic being of the Maelstrom, such as a protean.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.