Imentesh
Creature 10 — monitor, protean
SnareFlankerLANDAERIALAQUATICproteanmonitor
The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality's dissolution. 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 +19; darkvision; entropy sense (imprecise) 60 feet
Languages chthonian, empyrean, protean; Truespeech
Skills acrobatics +17, athletics +19, deception +21, diplomacy +19, performance +21, stealth +21, thievery +17
Str
+7
Dex
+5
Con
+5
Int
+7
Wis
+3
Cha
+5
AC 30
Fort +21
Ref +19
Will +17
+1 status to all saves vs. magic
HP 175 (fast healing 5)
Resistances precision 10, protean-anatomy 15
Speed 25 feet, fly 25 feet, swim 25 feet (unfettered movement)
Offense
Melee Jaws (magical, reach-10) +23, Damage 2d10+11 piercing plus Warpwave Strike
Melee Claw (agile, magical, reach-10) +23, Damage 2d6+11 slashing
Melee Tail (magical, reach-15) +23, Damage 2d10+11 bludgeoning plus 1d6 spirit plus Grab
Abilities
Entropy Sense (divine, prediction) — An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh the ability to sense creatures within the listed range. A creature under the effects of Veil of Privacy or that is otherwise shielded from divination and prediction 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 5 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Protean Anatomy 15 (divine, polymorph) — An imentesh's vital organs shift and change shape and position constantly. Immediately after the imentesh 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 imentesh is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
The imentesh is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Change Shape (concentrate, divine, polymorph) — The imentesh takes the appearance of any Large 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 — 1d10+11 bludgeoning damage, DC 29 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.
Inflict Warpwave (divine) — An imentesh inflicts a warpwave on a creature within 100 feet (DC 29 Fortitude save to resist).
Sneak Attack — An imentesh's Strikes deal an additional 2d6 precision damage to Off-Guard targets.
Warpwave Strike (divine) — Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave.
Warpwaves — Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves.
When a creature fails its saving throw and is affected by a warpwave, roll and consult the table below for the specific effect on that creature.
Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.
d8
Warpwave Effect
1
Clumsy 2 (Clumsy 3 on a critical failure)
2
Confused and gains 4d6 temporary Hit Points
3
Dazzled (permanent on a critical failure)
4
Enfeebled 2 (Enfeebled 3 on a critical failure)
5
Immobilized by filaments of energy
6
Quickened (Stride, Strike, or Step only)
7
Slowed 1
8
Stupefied 2 (Stupefied 3 on a critical failure)
When a creature fails its saving throw and is affected by a warpwave, roll and consult the table below for the specific effect on that creature.
Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.
d8
Warpwave Effect
1
Clumsy 2 (Clumsy 3 on a critical failure)
2
Confused and gains 4d6 temporary Hit Points
3
Dazzled (permanent on a critical failure)
4
Enfeebled 2 (Enfeebled 3 on a critical failure)
5
Immobilized by filaments of energy
6
Quickened (Stride, Strike, or Step only)
7
Slowed 1
8
Stupefied 2 (Stupefied 3 on a critical failure)
Grab —
Divine Innate Spells DC 29, attack +21
5th Sending, Truespeech (Constant)
4th Creation, Translocate, Translocate (At Will), Unfettered Movement (Constant)
3rd Crisis of Faith, Haste, Shrink Item, Slow
2nd Dispel Magic, Shatter
1st Mending
WORKS WELL WITH
AnvilLAND / AERIAL / AQUATICA durable frontliner keeps melee attention occupied while this creature uses its precognitive sense and mobility to line up a disorienting Strike from an unexpected angle.
WeaverLAND / AERIAL / AQUATICA caster adding further Fortitude pressure compounds the disorientation of a target already reeling from the warping effect.
SniperLAND / AERIAL / AQUATICA ranged attacker forces the party to spread across the battlefield, which plays into this creature's freedom of movement across land, air, and water.
PUNISHES
✖ low Fortitude✖ predictable movement✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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