Description
Missionaries of chaos and heralds of reality's eventual unraveling, imenteshes are the proteans most likely to be encountered outside of Limbo. Despite their sometimes loquacious and courtly manner, imenteshes' entropic agenda is ever at the front of their minds, and this inherent madness is evident in the soft, telepathic susurrus that constantly surrounds them, threatening to warp the minds of the weak-willed.
An imentesh is 15 feet long and weighs 1,200 pounds.
Combat Stats
HP
123 (13d10+52); fast healing 5
AC
25, touch 12, flat-footed 22 (+3 Dex, +13 natural, -1 size)
Speed
30 ft., fly 30 ft. (perfect), swim 30 ft.
- Melee
- bite +19 (2d6+7), 2 claws +19 (1d8+7), tail +17 (1d8+3 plus grab)
- Space
- 10 ft.
- Reach
- 10 ft.
- DR
- 10/lawful
- SR
- 21
- Defensive Abilities
- amorphous anatomy, freedom of movement
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
constrict (1d8+7)
Inflict Warpwave — As a standard action, an imentesh can inflict a warpwave upon any corporeal creature within 100 feet. The target can resist the warpwave's effects with a DC 20 Fortitude save. If the imentesh wishes, it can use this ability as a swift action, but if it does so, it is affected by the warpwave as well unless it resists the effects with its own Fortitude save. See page 213 for a list of possible effects caused by a warpwave. The save DC is Constitution-based.
sneak attack +4d6
Special Qualities
change shape (greater polymorph)
Feats
Special Abilities
Universal Monster Rules
Grab
Grab
(tail)
Ex
from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict
(1d8+7)
Ex
from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Amorphous
(anatomy)
Ex
from Universal Monster Rule
The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.
Change Shape
(greater polymorph)
Su
from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Special Abilities
Freedom Of Movement
from text
Inflict Warpwave
from text
As a standard action, an imentesh can inflict a warpwave upon any corporeal creature within 100 feet. The target can resist the warpwave's effects with a DC 20 Fortitude save. If the imentesh wishes, it can use this ability as a swift action, but if it does so, it is affected by the warpwave as well unless it resists the effects with its own Fortitude save. See page 213 for a list of possible effects caused by a warpwave. The save DC is Constitution-based.
Sneak Attack +4d6
from text
Feats, Traits & Items
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You can make a Bluff check to feint in combat as a move action.
You get a +4 bonus on initiative checks.
Calculated: +4 Initiative
You get a +2 bonus on all Will saving throws.
Calculated: +2 Will
The creature's secondary attacks with natural weapons take only a –2 penalty.
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Calculated: +2 Diplomacy, +2 Intimidate
Skills
Acrobatics +19, Bluff +21, Diplomacy +25, Disable Device +16, Fly +9, Intimidate +25, Knowledge (arcana) +22, Knowledge (planes) +22, Knowledge (any two) +19, Perception +20, Sense Motive +20, Stealth +15, Swim +15
Spells
spell-like abilities:
Constant—
Detect Law,
Constant—
Tongues (DC 18),
At will—
Dimension Door,
At will—
Make Whole (DC 17),
At will—
Major Creation,
At will—
Shatter (DC 17),
At will—
Shrink Item (DC 18),
3/day—
Chaos Hammer (DC 19),
3/day—
Dispel Magic,
3/day—
Slow (DC 18),
1/day—
Break Enchantment (DC 20),
1/day—
Dispel Law,
1/day—
Haste (DC 18),
1/day—
Polymorph Any Object (DC 23)