ImenteshCreature 10
Source Pathfinder Bestiary 2
Perception +19 (darkvision, entropy sense (imprecise) 60 feet)
Languages Abyssal, Celestial, Protean, Tongues
Skills Acrobatics +17, Athletics +19, Deception +21, Diplomacy +19, Performance +21, Stealth +21, Thievery +17
Str +7, Dex +5, Con +5, Int +7, Wis +3, Cha +5
AC 30; Fort +21; Reflex +19; Will +17; +1 status to all saves vs. magic
HP 175
Speed 25 feet (fly 25 feet, swim 25 feet)
Weaknesses Lawful 10
Resistances Precision 10, Protean anatomy 15
Jaws +23 (+18, +13) to hit (chaotic, magical, reach 10) 2d10+11 Piercing + 1d6 Chaotic
Claw +23 (+19, +15) to hit (agile, chaotic, magical, reach 10) 2d6+11 Slashing + 1d6 Chaotic
Tail +23 (+18, +13) to hit (chaotic, magical, reach 15) 2d10+11 Bludgeoning + 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 (divination, divine, prediction, divinations, predictions)An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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 5A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Protean Anatomy 15 (divine, transmutation, polymorph)An imentesh's vital organs shift and change shape and position constantly. Immediately after the imentesh 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 imentesh is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Change Shape (concentrate, polymorph, transmutation, divine)The imentesh takes the appearance of any Large or smaller creature. 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.
Constrict1d10+11 bludgeoning damage, DC 29 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.
Inflict Warpwave (divine, transmutation)An imentesh inflicts a warpwave on a creature within 100 feet DC 29 fortitude save to resist).
Sneak AttackAn imentesh's Strikes deal an additional 2d6 precision damage to flat-footed targets.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Warpwave Strike (divine, transmutation)Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 fortitude save or be subject to a warpwave.
WarpwavesMany 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.
d8 | 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) |
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 29, +19 to hit)
1st Level: Detect Alignment (At will) (Lawful only)
3rd Level: Haste, Mending, Shrink Item, Slow
4th Level: Creation, Dimension Door (At will), Freedom of Movement (Constant), Shatter
5th Level: Dimension Door, Dispel Magic, Divine Wrath (Chaotic), Sending, Tongues (Constant)
The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality's dissolution. Imenteshes are cunning, curiously diplomatic, and profoundly whimsical. They travel beyond the Maelstrom for their work, frequently adopting extravagant personal attire and decorations that often border upon the garish, all to curry favor with less chaotic beings.
Traits
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.