Hestriviniaas
Creature 22 (unique)
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAERIALAQUATICchaoticproteanshapeshifter
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +40; darkvision; entropy sense (imprecise) 60 feet
Languages chthonian, empyrean, protean; telepathy 100 feet, tongues
Skills acrobatics +41, athletics +43, deception +42, diplomacy +42, intimidation +42, religion +42, stealth +38
Str
+11
Dex
+8
Con
+8
Int
+7
Wis
+9
Cha
+9
AC 48
Fort +38
Ref +36
Will +41
+1 status to all saves vs. magic
HP 400 (fast healing 15)
Resistances precision 15, protean-anatomy 25
Speed 50 feet, fly 60 feet, swim 50 feet
Offense
Melee Jaws (magical, reach-15, unarmed) +41, Damage 4d12+21 piercing plus 2d6 spirit plus Warpwave Strike
Melee Claws (agile, chaotic, magical, reach-15) +41, Damage 3d12+21 slashing plus 2d6 spirit plus Warpwave Strike
Melee Tail (magical) +41, Damage 3d12+21 bludgeoning plus Grab
Abilities
Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Entropy Sense (Imprecise) 60 feet (divine, prediction) — Hestriviniaas can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range.
A creature under the effects of Veil of Privacy or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
A creature under the effects of Veil of Privacy or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
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 15 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Attack of Opportunity —
Protean Anatomy 25 (divine) — Hestriviniaas' vital organs shift and change shape and position constantly. Immediately after the Hestriviniaas 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 keketar is immune to polymorph effects unless it is a willing target.
If Blinded or Deafened, the keketar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
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 keketar is immune to polymorph effects unless it is a willing target.
If Blinded or Deafened, the keketar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Spatial Riptide (aura, divine) — 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 45 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is Stunned 1.
Keketars are immune to this effect.
Keketars are immune to this effect.
Change Shape (concentrate, divine, polymorph) — Hestriviniaas can take the appearance of any Gargantuan 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.
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.
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.
Constrict — 2d12+21 bludgeoning damage, DC 44 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.
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.
Reshape Reality (concentrate, divine) — When Hestriviniaas casts Mirage, 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.
Warpwave Strike (divine) — A creature struck by Hestriviniaas' jaws or claw Strike must succeed at a DC 45 Fortitude save or be subject to a Warpwave.
Grab —
Divine Innate Spells DC 45, attack +39
9th Prismatic Shield, Prismatic Sphere
8th Baleful Polymorph, Confusion
7th Disintegrate, Dispel Magic (At Will), Shatter (At Will), Warp Mind (×3)
6th Teleport (At Will) (Self Only)
5th Creation (At Will), Dimension Door, Hallucinatory Terrain (See Reshape Reality) (×2), Tongues (Constant)
4th Confusion (At Will), Dimension Door (At Will), Divine Wrath, Freedom of Movement (Constant)
1st Detect Alignment (At Will) (Self Only)
WORKS WELL WITH
SniperLANDA ranged damage dealer can chip away from outside the massive reach that punishes anyone trying to Stride away in melee.
SnareLANDA controller that pins targets in place removes the escape options this creature's aura already discourages, compounding the pressure.
WeaverLANDA support caster's debuffs stack well against a party already forced to fight at close quarters with limited disengagement options.
PUNISHES
✖ teleportation reliance✖ disengaging within reach✖ melee crowding
Avoid stacking with another heavy melee frontline threat; the reach and Reactive Strike coverage already dominates the immediate area.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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