The Scholar of Sorts (1-2)Creature 3
Source Pathfinder Society Scenario #2-09: The Seven Secrets of Dacilane Academy
Perception +8 (darkvision, entropy sense (imprecise) 30 feet)
Languages Abyssal, Celestial, Common, Protean, Telepathy (touch)
Skills Acrobatics +9, Deception +10, Occultism +11, Society +10, Stealth +9, Thievery +9
Str +3, Dex +4, Con +1, Int +4, Wis +3, Cha +1
AC 19; Fort +6; Reflex +11; Will +10;
HP 42 (fast healing 1)
Speed 25 feet (fly 25 feet, swim 25 feet)
Weaknesses Lawful 3
Resistances Precision 3, Protean anatomy 6
Jaws +11 (+6, +1) to hit (chaotic, finesse, magical) 1d10+3 Piercing + 1d6 Chaotic
Tail +9 (+4, -1) to hit (chaotic, finesse, magical) 2d6+3 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.
Telepathy (Touch) (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) 30 feet (divination, divine, prediction)An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the Scholar 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.
Fast Healing 1A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Protean Anatomy 6 (divine, transmutation, polymorph)An akizendri's vital organs shift and change shape and position constantly. Immediately after the Scholar 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 Scholar is immune to polymorph effects unless they are a willing target. If Blinded or Deafened, the Scholar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Change Shape (concentrate, divine, polymorph, transmutation)The Scholar takes on the appearance of any Small 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.
Constrict1d8+3 bludgeoning damage, DC 20 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.
Garbled Thoughts (divine, emotion, enchantment, mental)A creature hit by the Scholar's bite Strike must attempt a DC 20 will save.
Success The creature is unaffected.
Failure The creature is Stupefied 1 for 1d4 rounds.
Critical Failure As failure, but the creature is also Confused for 1 round.
Text Immersion (divine, transmutation)When the Scholar casts Secret Page, it can physically immerse itself in the text, changing the message of the text in the process. It can exit the book at any point by Dismissing secret page, at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a Deception check for initiative.
As long as it remains immersed in the text, the Scholar has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains the secret page. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object they are immersed in is destroyed, the Scholar reappears in an adjacent square and is Stunned 1.
Text Passage (conjuration, divine, teleportation)Requirements The Scholar is adjacent to a text they have modified with Secret Page, and another such text is within 500 feet
Effect The Scholar has a way with words beyond other akizendris. They physically immerse themself into the adjacent text, which they use as a medium to teleport to another text within 500 feet that they have modified with secret page. Once they enter the first text, they instantly know the locations of the other texts within range.
Entering a text in this manner automatically dispels the secret page effect on it, but not the secret page effect on the destination text. The locations of the Scholar's modified texts are marked on the map.
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 20, +12 to hit)
Cantrips (2nd Level): Acid Splash, Daze, Ghost Sound, Mage Hand, Sigil
1st Level: Detect Alignment (At will) (Lawful only)
3rd Level: Glyph of Warding, Secret Page
4th Level: Freedom of Movement (Constant)
Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with contradictions and untruths. These proteans appear as cackling, serpentine creatures with elongated crocodilian faces, luminous eyes, and arms that vanish at the elbows into swirling clouds of runes before reforming into solid talons.
Akizendris amuse themselves by rearranging or deleting texts, placing insulting acrostics in poetic verses, and penning crude insults upon title pages. Libraries in such places as Heaven, Axis, and Hell are especially keen to avoid such contamination, knowing that their records are choice targets for every akizendri in existence.
Traits
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.