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There is a Legacy version here.

PFS StandardVoidworm

Other proteans don't consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom'sconstantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is a sure a way to instigate combat.

Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as in the Universe), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes—such as a tree's change of color in the fall, a corpse's slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds.

Recall Knowledge - Monitor (Religion): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

VoidwormCreature 1

Tiny Monitor Protean 
Source Monster Core pg. 270
Perception +3; entropy sense (imprecise) 30 feet, darkvision
Languages Chthonian, Protean
Skills Acrobatics +6, Deception +5, Religion +3, Stealth +6
Str -1, Dex +4, Con +0, Int -1, Wis -1, Cha +1
Entropy Sense (divine, prediction) A voidworm 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 16; Fort +4, Ref +8, Will +5
HP 16 (fast healing 1); Resistances precision 3, protean anatomy 5
Protean Anatomy (divine) A voidworm's vital organs shift and change shape and position constantly. Immediately after the voidworm 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 voidworm is immune to polymorph effects unless they're a willing target. If blinded or deafened, the voidworm automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.
Speed 20 feet, fly 40 feet; unfettered movement
Melee [one-action] jaws +8 [+3/-2] (finesse, magical, reach 0 feet), Damage 1d8+1 piercingMelee [one-action] tail +8 [+3/-2] (finesse, magical, reach 0 feet), Damage 1d4+1 slashing plus confounding lashDivine Innate Spells DC 15; 4th read omens; 2nd blur (self only), mist; Cantrips (4th) figment, light, prestidigitation; Constant (4th) unfettered movement
Change Shape [one-action] (divine, polymorph) The voidworm takes on the appearance of a Tiny animal. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal.Confounding Lash (divine, emotion, mental) A creature hit by the voidworm's tail Strike is stupefied 1 for 1 round (stupefied 2 on a critical hit). A successful DC 15 Will save negates this effect and grants temporary immunity to confounding lash for 1 minute.

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)