NaunetCreature 7
Source Pathfinder Bestiary
Perception +14 (entropy sense (imprecise) 30 feet, darkvision)
Languages Abyssal, Celestial, Protean
Skills Acrobatics +14, Athletics +16, Intimidation +16, Stealth +14, Survival +12
Str +5, Dex +3, Con +5, Int +0, Wis +3, Cha +3
AC 24; Fort +18; Reflex +14; Will +12; +1 status to all saves vs. magic
HP 120 (fast healing 2)
Speed 25 feet (fly 30 feet, swim 25 feet)
Weaknesses Lawful 5
Resistances Precision 5, Protean anatomy 10
Jaws +18 (+13, +8) to hit (chaotic, magical, reach 10) 1d6 Chaotic + 2d10+8 Piercing
Tail +18 (+13, +8) to hit (chaotic, magical, reach 15) 2d8+8 Bludgeoning + 1d6 Chaotic
Tentacle +18 (+14, +10) to hit (agile, chaotic, magical, reach 10) 1d6 Chaotic + 2d8+6 Piercing
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) 30 feet (divination, divine, prediction)A naunet 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 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 2A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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
Adaptive Strike (divine, polymorph, transmutation)The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.
Effect: Adaptive Strike
Change Shape (concentrate, divine, polymorph, transmutation)The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. 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.
Confounding Slam (divine, emotion, enchantment, mental)A creature hit by the naunet's tentacle Strike is Stupefied 2 for 1d4 rounds (DC 24 will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. A chaotic creature is only Stupefied 1 instead.
Constrict1d8+8 bludgeoning damage, DC 26 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.
GrabRequirements 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 26, +16 to hit)
1st Level: Detect Alignment (At Will) (Lawful Only)
2nd Level: Acid Arrow, Obscuring Mist (At Will), Shatter (At Will)
4th Level: Dimension Door, Freedom of Movement (Constant), Solid Fog
Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are the most bestial of the proteans and occupy one of their lowest castes. Naunets are 12 feet long and weigh 900 pounds.
All proteans are prone to unpredictable fits and unexpected action, but compared to most others, naunets are much more bestial. Always ready for a fight, naunets pride themselves in acting swiftly and striking before unpleasant distractions like diplomacy can blunt a combat's beginning.
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
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.