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There is a Legacy version here.

Akizendri

Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars across the planes with contradictions and untruths.

Recall Knowledge - Monitor (Religion): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

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 AkizendriCreature 4

Small Monitor Protean 
Source Monster Core 2 pg. 258
Perception +10; darkvision, entropy sense (imprecise) 30 feet
Languages Chthonian, Empyrean, Protean; telepathy (touch only)
Skills Acrobatics +11, Athletics +11, Deception +12, Occultism +13, Society +12, Stealth +11, Thievery +11
Str +3, Dex +4, Con +1, Int +4, Wis +3, Cha +1
Entropy Sense (divine, prediction) An akizendri 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 21; Fort +8, Ref +13, Will +12
HP 55 (fast healing 1); Resistances precision 3, protean anatomy 6
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.
Speed 25 feet, fly 25 feet, swim 25 feet; unfettered movement
Melee [one-action] jaws +14 [+9/+4] (finesse, magical), Damage 2d8+2+3 piercing plus garbled thoughtsMelee [one-action] tail +14 [+9/+4] (finesse, magical), Damage 2d6+2+3 bludgeoning plus GrabDivine Innate Spells DC 22, attack +14 (+4 dmg); 3rd dispel magic; Cantrips (2nd) caustic blast, daze, figment, sigil, telekinetic hand; Constant (4th) unfettered movement
Change Shape [one-action] (concentrate, divine, polymorph) The akizendri takes on the appearance of any Small or smaller creature (page 360). This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.Constrict [one-action] 1d8+3 bludgeoning, DC 22Garbled Thoughts (divine, emotion, mental) A creature hit by the akizendri's bite Strike must attempt a DC 22 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) As a 1-minute activity, the akizendri physically immerses itself in a page of text it's touching, changing the message of the text in the process. It can exit the book at any point by Dismissing this ability, 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 akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains it. 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 it's immersed in is destroyed, the akizendri reappears in an adjacent square and is stunned 1.

Sidebar - Additional Lore Andals Of Chaos

Those who seek secret knowledge beyond their means can bargain with akizendris to provide them with rare tomes in exchange for delivering the immersed akizendri into a library via another book. From there, the akizendri can vandalize books to its heart's content without being detected.

All Monsters in "Protean"

NameLevel
Akizendri3
Azuretzi5
Hegessik15
Imentesh10
Izfiitar20
Keketar17
Naunet7
Protean Tumult12
Voidworm1

Protean

Source Monster Core pg. 270 1.1
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 - Locations Galisemni

Only powerful magic can stabilize the Maelstrom for a time, allowing stable islands to form. Most prominent among these is the massive planar trade city of Galisemni, which lies in the Borderlands, a somewhat-more-stable region of the Maelstrom where it brushes up against the other Outer Planes.

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.”

Shelyn's Corner

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