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KeketarCreature 17


CNLargeMonitorProtean
Source Pathfinder Bestiary
Perception +30 (entropy sense (imprecise) 60 feet, darkvision)
Languages Abyssal, Celestial, Protean, Telepathy 100 Feet, Tongues
Skills Acrobatics +26, Athletics +30, Deception +33, Diplomacy +35, Intimidation +35, Religion +30, Stealth +28
Str +9, Dex +5, Con +7, Int +5, Wis +7, Cha +7

AC 40; Fort +30; Reflex +28; Will +34; +1 status to all saves vs. magic
HP 290 (fast healing 10)
Speed 40 feet (fly 50 feet, swim 40 feet)
Weaknesses Lawful 15
Resistances Precision 10, Protean anatomy 25

Jaws One Action +33 (+28, +23) to hit (chaotic, magical, reach 10) 3d10+15 Piercing + 1d6 Chaotic
Claw One Action +33 (+29, +25) to hit (agile, chaotic, magical, reach 10) 2d10+15 Slashing + 1d6 Chaotic
Tail One Action +33 (+28, +23) to hit (reach 15) 2d10+15 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.

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) 60 feet (divination, divine, prediction)

A keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of Nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.

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 10

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

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Protean Anatomy (divine, transmutation)

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

Spatial Riptide (aura, divine, transmutation)

30 feet Aura


A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is Stunned 1. Keketars are immune to this effect.

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

The keketar can take 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

1d10+15 bludgeoning damage, DC 42 basic 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.

Reshape Reality (concentrate, divine, transmutation)

When the keketar 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.

Warpwave Strike (divine, polymorph, transmutation)

A creature struck by a keketar's jaws or claw Strike must succeed at a DC 36 fortitude save or be subject to a Warpwave.

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 42, +32 to hit)

1st Level: Detect Alignment (At Will) (Lawful Only)
2nd Level: Dispel Magic (At Will), Shatter (At Will)
4th Level: Confusion, Confusion (At Will), Creation (At Will), Dimension Door, Dimension Door (At Will), Divine Wrath (Chaotic Only), Freedom of Movement (Constant), Hallucinatory Terrain (See Reshape Reality)
5th Level: Tongues (Constant)
6th Level: Baleful Polymorph, Disintegrate, Teleport (At Will) (Self Only)
7th Level: Warp Mind
9th Level: Prismatic Sphere


The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar's actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: First, a keketar's eyes are always a piercing shade of amber or violet. Second, the keketar's mark of office-a crown of shifting symbols that hovers above its head-never changes. A keketar cannot remove its crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame.

Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans the situation is perhaps even more pronounced. Whatever the nature of and desires held by the mysterious Speakers of the Depths, individual keketars may come to dramatically different conclusions as to their will and intent. To the proteans, though, this inherent dissonance is a strength rather than a weakness.


Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults on the Material Plane tend to be obscure and secretive.

Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact-that scions of dissolution and disorder would share so many features-pointing out that even in the purest chaos there is some semblance of order. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?


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.