Library / Bestiary

Protean, Keketar

CR 17.00 Outsider CN Large HD 23
Colors dance over this serpentine creature's scales. A strange crown of energy glows above the thing's reptilian head.

Priests and prophets, keketars are the leaders of their race, guiding proteans in their sacred mission to return all existence to primal chaos.

HP
287 (23d10+161); fast healing 10
AC
32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)
Init
+5
Speed
40 ft., fly 40 ft. (perfect), swim 40 ft.
Fort
+22
Ref
+14
Will
+22
BAB
+23
CMB
+33 (+35 bull rush, +37 grapple)
CMD
48 (can't be tripped)
Melee
bite +31 (4d8+9 plus warpwave), 2 claws +31 (2d6+9 plus warpwave), tail slap +29 (2d8+4 plus grab)
Space
10 ft.
Reach
10 ft.
DR
15/lawful
SR
28
Defensive Abilities
amorphous anatomy, freedom of movement
Aura
spatial riptide (30 ft.)
str
29
+9
dex
21
+5
con
24
+7
int
20
+5
wis
25
+7
cha
24
+7

Weapons: Martial, Simple

constrict 1d8+9

Reshape Reality — This ability functions as the spell mirage arcana heightened to a 9th-level spell, except the changes created are quasi-real, like those created by shadow conjuration. A creature that interacts with reshaped reality may make a DC 26 Will save to see through the semi-real illusion. Terrain can provide concealment, and against foes who do not make the Will save to see through the facade, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% normal hardness and hit points, and break DCs are 10 lower than normal. Dangerous terrain cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas where planar travel is prohibited.

change shape (greater polymorph)

Universal Monster Rules

Grab
Grab (tail slap) 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+9) 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
Reshape Reality from text
This ability functions as the spell mirage arcana heightened to a 9th-level spell, except the changes created are quasi-real, like those created by shadow conjuration. A creature that interacts with reshaped reality may make a DC 26 Will save to see through the semi-real illusion. Terrain can provide concealment, and against foes who do not make the Will save to see through the facade, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% normal hardness and hit points, and break DCs are 10 lower than normal. Dangerous terrain cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas where planar travel is prohibited.
Warpwave (bite) from rider

Feats, Traits & Items

Combat Expertise from Feat

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.

Combat Reflexes from Feat

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.

Empower Spell-Like Ability (chaos hammer) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by half (+50%). Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 2. For a summary, see the table in the description of the Quicken Spell-Like Ability.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quicken Spell-Like Ability (confusion) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Acrobatics +31, Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (arcana, planes) +31, Knowledge (any two) +28, Perception +33, Stealth +27, Swim +40

spell-like abilities:
Constant—Detect Law, Constant—Tongues (DC 20), At will—Chaos Hammer (DC 21), At will—Dispel Magic, Greater, At will—Teleport, Greater, At will—Major Creation, At will—Move Earth, At will—Shatter (DC 19), 3/day—Confusion (DC 21), 3/day—Dispel Law, 3/day—Chaos Hammer (DC 21), 3/day—Polymorph Any Object (DC 25), 1/day—Disintegrate (DC 23), 1/day—Prismatic Spray (DC 24), 1/day—Prismatic Sphere
Details
Type
Outsider
Alignment
CN
Size
Large
Environment
any (Limbo)
Organization
solitary or chorus (2-4)
Treasure
standard
Senses
blindsense 60 ft., darkvision 60 ft.; Perception +33
Aura
spatial riptide (30 ft.)
Languages
Abyssal, Protean; telepathy 100 ft.
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
24 House/Core 3 Recognized publisher
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