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Akizendri

Creature 3 — monitor, protean

Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars across the planes with contradictions and untruths. Proteans are manifestations of chaos made flesh, natives of the Maelstrom that embody the primeval potency of entropy in their serpentine forms.

Source: pathfinder-monster-core-2

Perception +8
Skills acrobatics +9, athletics +9, deception +10, occultism +11, society +10, stealth +9, thievery +9
Str
+3
Dex
+4
Con
+1
Int
+4
Wis
+3
Cha
+1
AC 19 Fort +6 Ref +11 Will +10
HP 40
Resistances precision 3, protean-anatomy 6
Speed 25 feet, fly 25 feet, swim 25 feet

Offense

Melee Jaws +12, Damage 2d8+3 piercing plus 1d4 spirit
Melee Tail +12, Damage 2d6+3 bludgeoning plus 1d4 spirit

Abilities

Telepathy (Touch Only) (aura, magical, mental) — Telepathy
Entropy Sense (Imprecise) 30 feet (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).
Constant Spells — Constant Spells
Fast Healing 1 — Fast Healing
Protean Anatomy (divine) — An akizendri's vital organs shift and change shape and position constantly. Immediately after the akizendri 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 akizendri is immune to polymorph effects unless they're a willing target. If Blinded or Deafened, the akizendri automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.
Change Shape (concentrate, divine, polymorph) — The akizendri takes on the appearance of any Small 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. Change Shape
Constrict — 1d8+3 bludgeoning damage, DC 20 Fortitude Constrict
Garbled Thoughts (divine, emotion, mental) — A creature hit by the akizendri's bite Strike must attempt a DC 20 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.
Grab — Grab

Spells

Unfettered Movement (Constant) (rank 4)
Dispel Magic (rank 2)
Caustic Blast (rank 1)
Daze (rank 1)
Figment (rank 1)
Sigil (rank 1)
Telekinetic Hand (rank 1)

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