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There is a Legacy version here.

PFS StandardAzuretzi

Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth covered in brilliant blue scales and 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 these 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

AzuretziCreature 5

Small Monitor Protean 
Source Monster Core pg. 271
Perception +6; darkvision, entropy sense (imprecise) 30 feet
Languages Chthonian, Empyrean, Protean
Skills Acrobatics +6, Arcana +6, Athletics +8, Deception +8, Performance +8, Stealth +8, Survival +6, Thievery +8
Str +2, Dex +4, Con +4, Int +4, Wis +2, Cha +4
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 17; Fort +6, Ref +10, Will +6; +1 status to all saves vs. magic
HP 65 (fast healing 2); Resistances precision 5, protean anatomy 8
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.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 a Thievery check to counteract one spell affecting the target creature. On a success, the azuretzi transfers the spell effect to themself, keeping the same remaining duration. The target then becomes temporarily immune to Spell Pilfer for 24 hours.
Speed 25 feet, fly 25 feet, swim 25 feet; unfettered movement
Melee [one-action] jaws +10 [+5/+0] (finesse, magical), Damage 2d10+5 piercingMelee [one-action] claw +10 [+6/+2] (agile, finesse, magical), Damage 2d8+5 slashingMelee [one-action] tail +8 [+3/-2] (magical, reach 15 feet), Damage 2d12+5 bludgeoning plus GrabDivine Innate Spells DC 17; 4th translocate; 3rd crisis of faith, dispel magic, shatter; 2nd laughing fit; Constant (4th) unfettered movement
Constrict [one-action] 1d12+5 bludgeoning, DC 16Mimic Form [two-actions] (concentrate, divine, polymorph) As Change Shape, but an azuretzi can assume the form of a Medium or smaller creature. They can mimic a specific creature they can see, but they must succeed at a DC 20 Perception check or the attempt is disrupted. The azuretzi can transform into the same creature again without a check but can retain the details of only one specific appearance at a time. The azuretzi can Dismiss the effect as a free action to return to their natural form.Mocking Touch [two-actions] (divine) Requirements 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 attempts a Thievery check against the target's Will DC.
Critical Success The azuretzi learns all spells of 3rd rank or lower the target has available to cast and chooses one. The azuretzi gains that spell as a mock divine innate spell and can cast it once as an innate divine spell using their own DC and spell attack modifier. The spell is lost if unused after 24 hours. The creature can't 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 mock spell is lost after 1 hour, and the creature touched can cast the spell normally.
Failure As critical success, but the mock spell is lost at the end of the azuretzi's next turn, and the creature touched can cast the spell normally.
Critical Failure Mocking Touch has no effect.

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)

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 knowledge-corrupting akizendris, physically threatening naunets, spectral pelagastrs, nearly humanoid shapechanging ourdivars, and 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'sgods—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.”