All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


There is a Legacy version here.

PFS StandardKeketar

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 their head—never changes. A keketar cannot remove their 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 even more pronounced. Whatever the nature and desires of the Speakers of the Depths may be, individual keketars often come to dramatically different conclusions as to their will and intent. To the proteans, however, this inherent dissonance is a strength rather than a weakness.

Recall Knowledge - Monitor (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak KeketarCreature 16

Large Monitor Protean 
Source Monster Core pg. 272
Perception +30; entropy sense (imprecise) 60 feet, darkvision
Languages Chthonian, Empyrean, Protean; telepathy 100 feet, truespeech
Skills Acrobatics +24, Athletics +31, Deception +30, Diplomacy +32, Intimidation +32, Religion +28, Stealth +28
Str +8, Dex +5, Con +7, Int +5, Wis +7, Cha +7
Entropy Sense (divine, prediction) A protean can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check).
AC 38; Fort +28, Ref +26, Will +32; +1 status to all saves vs. magic
HP 240 (fast healing 10); Resistances precision 10, protean anatomy 25
Protean Anatomy (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, they gain 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 their resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless they're a willing target. If blinded or deafened, the protean automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.Spatial Riptide (aura, divine) 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 36 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.Reactive Strike [reaction]
Speed 40 feet, fly 50 feet, swim 40 feet; unfettered movement
Melee [one-action] jaws +31 [+26/+21] (magical, reach 10 feet), Damage 3d12-2+16 piercing plus warpwave strikeMelee [one-action] claw +31 [+27/+23] (agile, magical, reach 10 feet), Damage 2d12-2+16 slashing plus warpwave strikeMelee [one-action] tail +31 [+26/+21] (reach 15 feet), Damage 2d12-2+16 bludgeoning plus GrabDivine Innate Spells DC 40, attack +30 (-4 dmg); 9th divine wrath, unfathomable song; 8th confusion, cursed metamorphosis; 7th disintegrate, dispel magic (at will), shatter (at will), warp mind (×3); 6th teleport (at will; self only); 5th creation (at will), mirage (×2; see reshape reality), translocate; 4th confusion (at will), translocate (at will), unfettered movement; Constant (5th) truespeech
Change Shape [one-action] (concentrate, divine, polymorph) The keketar can take the appearance of any Huge or smaller creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal.Constrict [one-action] 1d10+15 bludgeoning, DC 40Reshape Reality (concentrate, divine, polymorph) When the keketar casts mirage, they infuse 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) A creature struck by a keketar's jaws or claw Strike must succeed at a DC 34 Fortitude save or be subject to a warpwave.

All Monsters in "Protean"

NameLevel
Akizendri3
Azuretzi5
Hegessik15
Imentesh10
Izfiitar20
Keketar17
Naunet7
Voidworm1

Protean

Source Monster Core pg. 270
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 in the Universe 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 there is some semblance of order even in the purest chaos. 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?

Warpwaves

Many proteans can subject their foes to warpwaves—disorienting alterations in perceived time and space—by creating ripples of unstable reality in the environment. 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.

d8Warpwave Effect
1Clumsy 2 (3 on a critical failure)
2Confused and gains 4d6 temporary Hit Points
3Dazzled (permanent on a critical failure)
4Enfeebled 2 (3 on a critical failure)
5Immobilized by filaments of energy
6Quickened (Stride, Strike, or Step only)
7Slowed 1
8Stupefied 2 (3 on a critical failure)