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Occupying the pinnacle of the loose protean caste system, izfiitars enact the ever-shifting plans of the vaunted protean lords and those of the divine Speakers of the Depths. Izfiitars appear to be elevated versions of the protean priests known as keketars, despite their smaller size, although protean hierarchies are never so straightforward.

Recall Knowledge - Monitor (Religion): DC 42
Unspecific Lore: DC 40
Specific Lore: DC 37

Elite | Normal | Weak
Proficiency without Level

IzfiitarCreature 20

Source Pathfinder #162: Ruins of the Radiant Siege pg. 81
Perception +36; darkvision, entropy sense (imprecise) 120 feet
Languages Abyssal, Celestial, Protean; telepathy 100 feet, tongues
Skills Acrobatics +38, Arcana +35, Athletics +35, Deception +37, Diplomacy +37, Maelstrom Lore +37, Occultism +36, Religion +38, Society +35, Stealth +38
Str +9, Dex +10, Con +9, Int +7, Wis +8, Cha +9
Entropy Sense (divination, divine, prediction) A izfiitar can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the izfiitar the ability to sense creatures within the listed range. The izfiitar's entropy sense doesn't detect creatures under the effects of nondetection or that are otherwise shielded from divinations and predictions.
AC 44; Fort +33, Ref +36, Will +38; +1 status to all saves vs. magic
HP 360 (fast healing 20); Resistances acid 20, precision 20, protean anatomy 25; Weaknesses lawful 20
Kiss of the Speakers (divine, transmutation) The izfiitar continuously tinkers with the myriad possibilities in which it can move or manipulate magic. The izfiitar is always quickened and can use the extra action only to Cast a Spell, Step, or Stride.
Prescient Revision (divination, divine, fortune) Trigger The izfiitar fails a check; Effect The izfiitar rerolls the triggering check and takes the better result. For 1d4 rounds, it loses the effects of Kiss of the Speakers and can't use Reshape Reality.
Protean Anatomy (divine, transmutation) A izfiitar's vital organs shift and change shape and position constantly. Immediately after the izfiitar 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 izfiitar is immune to polymorph effects unless it is a willing target. If blinded or deafened, the izfiitar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Speed 40 feet, fly 50 feet, swim 40 feet; freedom of movement
Melee jaws +38 [+33/+28] (chaotic, finesse, magical), Damage 4d8+17 piercing plus 2d6 chaotic and greater warpwave strikeMelee claw +38 [+34/+30] (agile, chaotic, finesse, magical), Damage 4d6+17 slashing plus 2d6 chaotic and greater warpwave strikeMelee tail +38 [+33/+28] (chaotic, magical, reach 10 feet), Damage 4d10+17 bludgeoning plus 2d6 chaotic and Improved GrabDivine Innate Spells DC 47; 10th miracle; 9th divine wrath (chaotic only), massacre, overwhelming presence, prismatic sphere; 8th baleful polymorph, confusion (at will), disintegrate, dispel magic (at will), prismatic wall; 7th warp mind (at will); 6th teleport (at will; self only); 5th creation (at will), dimension door, hallucinatory terrain (at will; see Reshape Reality); 4th dimension door (at will); 2nd detect alignment (at will; lawful only); Constant (5th) tongues; (4th) freedom of movement
Change Shape (concentrate, divine, polymorph, transmutation) The izfiitar takes the appearance of any Huge or smaller creature. 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 2d8+17 bludgeoning, DC 44Greater Warpwave Strike (divine, transmutation) Any creature struck and damaged by an izfiitar's jaws or claw Strike must succeed at a DC 42 Fortitude save or be subject to a particularly powerful warpwave (see Warpwave below). Roll twice and apply both affects, rerolling any duplicates.Reshape Reality (concentrate, divine, polymorph, transmutation) When the izfiitar casts hallucinatory terrain, it infuses 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.Storm of Claws The izfiitar makes up to six claw Strikes, each against a different target.

Sidebar - Related Creatures Heralds of the Speakers

Izfiitars with the greatest authority have even greater powers, such as the ability to cleave off portions of other planes into the Maelstrom or to flaunt the laws of reality to redirect spell effects at their whims.

All Monsters in "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?


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.”