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Azuretzi

Creature 5 — monitor, protean

ShadeCrasherLANDAERIALAQUATICmonitorprotean

Azuretzis are sinuous, serpentine creatures with daggersharp teeth covered in brilliant blue scales and mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The Maelstrom's chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial naunets, and possibly from mortal petitioners, though these azuretzis may just be confusing putative mortal memories with exper

Source: pathfinder-monster-core

Perception +11; darkvision; entropy sense (imprecise) 30 feet
Languages chthonian, empyrean, protean
Skills acrobatics +11, arcana +11, deception +13, performance +13, stealth +13, survival +11, thievery +13
Str
+2
Dex
+4
Con
+4
Int
+4
Wis
+2
Cha
+4
AC 22 Fort +11 Ref +15 Will +11 +1 status to all saves vs. magic
HP 75 ((fast healing 2))
Resistances precision 5, protean-anatomy 8
Speed 25 feet, fly 25 feet, swim 25 feet (unfettered movement)

Offense

Melee Jaws (finesse, magical, unarmed) +15, Damage 2d10+5 piercing
Melee Claw (agile, finesse, magical, unarmed) +15, Damage 2d8+5 slashing
Melee Tail (magical, reach-15) +13, Damage 2d12+5 bludgeoning plus Grab

Abilities

Entropy Sense (divine, prediction) — An azuretzi 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 — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic
Fast Healing 2 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Protean Anatomy 8 (divine) — An azuretzi's vital organs shift and change shape and position constantly. Immediately after the azuretzi 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 azuretzi is immune to polymorph effects unless they're a willing target. If Blinded or Deafened, the azuretzi automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.
Spell Pilfer
Constrict — 1d12+5 bludgeoning, DC 21 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Mimic Form (concentrate, divine, polymorph) — As Change Shape, but an azuretzi can assume the form of a Medium or smaller creature. They can mimic a specific creature they can see, but they must succeed at a DC 25 Perception check or the attempt is disrupted. The azuretzi can transform into the same creature again without a check but can retain the details of only one specific appearance at a time. The azuretzi can Dismiss the effect as a free action to return to their natural form.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Mocking Touch (divine) — Critical Success The azuretzi learns all spells of 3rd rank or lower the target has available to cast and chooses one. The azuretzi gains that spell as a mock divine innate spell and can cast it once as an innate divine spell using their own DC and spell attack modifier. The spell is lost if unused after 24 hours. The creature can't cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first.

Success As critical success, but the mock spell is lost after 1 hour, and the creature touched can cast the spell normally.

Failure As critical success, but the mock spell is lost at the end of the azuretzi's next turn, and the creature touched can cast the spell normally.

Critical Failure Mocking Touch has no effect.
Grab
Divine Innate Spells DC 22, attack +12
4th Translocate, Unfettered Movement (Constant)
3rd Crisis of Faith
2nd Dispel Magic, Laughing Fit, Shatter

WORKS WELL WITH

AnvilLANDA durable frontline body holds attention while the protean infiltrates disguised as an ally or bystander.
SnareLANDA controller pins a target so the reach tail and grab combo keep landing.
SniperAERIALA ranged attacker exploits the confusion once the disguise is revealed mid-fight.

PUNISHES

✖ spellcasting reliance✖ isolated targets✖ standing still
This creature gains resistance after taking acid, electricity, or sonic damage, so repeated hits of the same energy type lose effectiveness once triggered.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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