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IzfiitarCreature 20


UncommonCNMediumMonitorProtean
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +36 (darkvision, entropy sense (imprecise) 120 feet)
Languages Abyssal, Celestial, Protean, Telepathy 100 Feet, Tongues
Skills Acrobatics +38, Arcana +35, Athletics +35, Deception +37, Diplomacy +37, Lore +37, Occultism +36, Religion +38, Society +35, Stealth +38
Str +9, Dex +10, Con +9, Int +7, Wis +8, Cha +9

AC 44; Fort +33; Reflex +36; Will +38; +1 status to all saves vs. magic
HP 360 (fast healing 20)
Speed 40 feet (fly 50 feet, swim 40 feet)
Weaknesses Lawful 20
Resistances Acid 20, Precision 20, Protean anatomy 25

Jaws One Action +38 (+33, +28) to hit (chaotic, finesse, magical) 4d8+17 Piercing + 2d6 Chaotic
Claw One Action +38 (+34, +30) to hit (agile, chaotic, finesse, magical) 4d6+17 Slashing + 2d6 Chaotic
Tail One Action +38 (+33, +28) to hit (chaotic, magical, reach 10) 4d10+17 Bludgeoning + 2d6 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.

Telepathy 100 feet (aura, divination, magical)

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.

Entropy Sense (Imprecise) 120 feet (divination, divine, prediction)

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

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

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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 20

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

Kiss of the Speakers (divine, transmutation)

The izfiitar continuously tinkers with the myriad possibilities in which it can move or manipulate magic.

The izfiitar is always Quickened and can use the extra action only to Cast a Spell, Step, or Stride.

Prescient Revision Reaction (divination, divine, fortune)

Trigger The izfiitar fails a check


Effect The izfiitar rerolls the triggering check and takes the better result.

For 1d4 rounds, it loses the effects of Kiss of the Speakers and can't use Reshape Reality.

Protean Anatomy 25 (divine, transmutation)

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

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The izfiitar takes the appearance of any Huge 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.

Constrict One Action

2d8+17 bludgeoning damage, DC 44 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.

Greater Warpwave Strike (divine, transmutation)

Any creature struck and damaged by an izfiitar's jaws or claw Strike must succeed at a DC 42 fortitude save or be subject to a particularly powerful Warpwave.

Roll twice and apply both affects, rerolling any duplicates.

Reshape Reality (concentrate, divine, polymorph, transmutation)

When the izfiitar casts Hallucinatory Terrain, 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.

Storm of Claws Two Actions

The izfiitar makes up to six claw Strikes, each against a different target.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Divine Innate Spells (DC 47, +39 to hit)

2nd Level: Detect Alignment (At Will) (Lawful Only)
4th Level: Dimension Door (At Will), Freedom of Movement (Constant)
5th Level: Creation (At Will), Dimension Door, Hallucinatory Terrain (At Will) (See Reshape Reality), Tongues (Constant)
6th Level: Teleport (At Will) (Self Only)
7th Level: Warp Mind (At Will)
8th Level: Baleful Polymorph, Confusion (At Will), Disintegrate, Dispel Magic (At Will), Prismatic Wall
9th Level: Divine Wrath (Chaotic Only), Massacre, Overwhelming Presence, Prismatic Sphere
10th Level: Miracle



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.