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 Remastered version here.

PFS StandardAzuretzi

Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth, covered in brilliant blue scales with mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The Maelstrom's chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial naunets, and possibly from mortal petitioners, though azuretzis may just be confusing putative mortal memories with experiences gained from games of mimicry. Never expect azuretzis to operate by any rational, self-consistent rules.

Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target's features into a laughingstock.

Recall Knowledge - Monitor (Religion): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

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

Elite AzuretziCreature 6

Legacy Content

CN Small Monitor Protean 
Source Bestiary 2 pg. 205 2.0
Perception +13; darkvision, entropy sense (imprecise) 30 feet
Languages Abyssal, Celestial, Protean
Skills Acrobatics +13, Arcana +13, Athletics +11, Deception +15, Performance +15, Stealth +15, Survival +13, Thievery +15
Str +2, Dex +4, Con +4, Int +4, Wis +2, Cha +4
Entropy Sense (divination, divine, prediction) An azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi 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.
AC 24; Fort +13, Ref +17, Will +13; +1 status to all saves vs. magic
HP 95 (fast healing 2); Resistances precision 5, protean anatomy 8; Weaknesses lawful 5
Protean Anatomy (divine, transmutation) An azuretzi's vital organs shift and change shape and position constantly. Immediately after the azuretzi 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 azuretzi is immune to polymorph effects unless it is a willing target. If blinded or deafened, the azuretzi automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.Spell Pilfer [reaction] Trigger A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch; Effect The azuretzi attempts to counteract one ongoing spell effect on the target creature with a Thievery check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours.
Speed 25 feet, fly 25 feet, swim 25 feet; freedom of movement
Melee [one-action] jaws +17 [+12/+7] (chaotic, finesse, magical), Damage 2d10+2+4 piercing plus 1d6 chaoticMelee [one-action] claw +17 [+13/+9] (agile, chaotic, finesse, magical), Damage 2d8+2+4 slashing plus 1d6 chaoticMelee [one-action] tail +15 [+10/+5] (chaotic, magical, reach 15 feet), Damage 2d12+2+4 bludgeoning plus 1d6 chaotic and GrabDivine Innate Spells DC 24 (+4 dmg); 4th dimension door; 3rd crisis of faith, dispel magic, shatter; 2nd hideous laughter; 1st detect alignment (at will; lawful only); Constant (4th) freedom of movement
Constrict [one-action] 1d12+4 bludgeoning, DC 24Mimic Form [two-actions] (concentrate, divine, polymorph, transmutation) As Change Shape but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 27 Perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time.Mocking Touch [two-actions] (abjuration, divine) Requirement The azuretzi is not currently using Mocking Touch on a spell; Effect The azuretzi mocks a creature's magical ability with a touch. The azuretzi must attempt a Thievery check against the target's Will DC.
Critical Success The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first.
Success As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally.
Failure As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally.
Critical Failure Mocking Touch has no effect.

Sidebar - Additional Lore Mock Choruses

Azuretzis form mock choruses in emulation of their more powerful kindred, aping the shifting philosophies of proper choruses. While mischievous or outright malevolent to hostile or lawful creatures, they interact amiably with chaotic creatures, who run the risk of being promptly followed–willingly or not–by a serpentine gaggle of self-appointed understudies.

All Monsters in "Protean"

NameLevel
Akizendri3
Azuretzi5
Hegessik15
Imentesh10
Izfiitar20
Keketar17
Naunet7
Voidworm1

Protean

Source Bestiary pg. 266
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?

Warpwaves

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

Sidebar - Additional Lore Ancient Immortals

Among the numerous types of immortals that dwell in the Great Beyond, the proteans are surely some of the oldest. They’ve waged war against the inevitable aeons from the advent of their first creation, and speak longingly of that time before the gods themselves imposed order upon reality.

Sidebar - Locations Born from Chaos

The Maelstrom, home of all proteans, is the whirling mass of turbulent primal energy, planar waves, and soul-stuff that surrounds the Outer Planes. Planar scholars theorize that all of reality was originally formed from the Maelstrom in the early days of the cosmos—a theory proteans don’t necessarily dispute.

Sidebar - Additional Lore Defending Chaos

Where proteans go, chaos follows. To proteans, there is no purer form of existence than entropy, and they constantly seek to oppose the establishment of order in the Great Beyond. However, proteans don’t see life as being incompatible with chaos; rather, they simply believe beings—immortal or not—deserve complete freedom on their own terms.

Sidebar - Related Creatures Other Proteans

Many other proteans beyond those presented here dwell in the Maelstrom, including the spectral pelagastrs, the nearly humanoid shapechanging ourdivars, and the incredibly powerful izfiitars.

Sidebar - Additional Lore Protean Divinities

The most powerful of all proteans are a group of demigods known collectively as protean lords. Yet even their vast might pales in comparison to that of the mysterious Speakers of the Depths. The Speakers are the most enigmatic of the Maelstrom’s gods—even their exact nature is unknown, and scholars disagree as to whether they are even divinities or just aspects of the Maelstrom itself.

Sidebar - Additional Lore Protean Names

Individual proteans have two names: a traditional name in their hissing, confusing language; and an honorary title. The latter is easily translated to other languages, but a protean’s traditional name can only rarely be uttered in any tongue other than Protean. As such, most proteans tend to go by their titles when dealing with outsiders, referring to themselves as, for example, “Song of Gentle Poison” or “Sibilant Cry of the Storm.”