Keketar
Creature 17 — monitor, protean
The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar's actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: first, a keketar's eyes are always a piercing shade
Source: pathfinder-monster-core
Perception +30
Skills acrobatics +26, athletics +33, deception +32, diplomacy +34, intimidation +34, religion +30, stealth +30
Str
+8
Dex
+5
Con
+7
Int
+5
Wis
+7
Cha
+7
AC 40
Fort +30
Ref +28
Will +34
HP 260
Resistances precision 10, protean-anatomy 25
Speed 40 feet, fly 50 feet, swim 40 feet
Offense
Melee Jaws +33, Damage 3d12+16 piercing
Melee Claw +33, Damage 2d12+16 slashing
Melee Tail +33, Damage 2d12+16 bludgeoning
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
Entropy Sense (Imprecise) 60 feet (divine, prediction) — A keketar 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
+1 Status to All Saves vs. Magic —
Fast Healing 10 — Fast Healing
Protean Anatomy 25 (divine) — A keketar's vital organs shift and change shape and position constantly. Immediately after the keketar 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 keketar is immune to polymorph effects unless they're a willing target. If Blinded or Deafened, the keketar automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.
Reactive Strike — Reactive Strike
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 38 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.
Change Shape (concentrate, divine, polymorph) — The keketar can take the appearance of any Huge or smaller creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal.
Change Shape
Constrict — 1d10+15 bludgeoning, DC 42 Fortitude
Constrict
Reshape Reality (concentrate, divine, polymorph) — When the keketar 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, polymorph) — A creature struck by a keketar's jaws or claw Strike must succeed at a DC 36 Fortitude save or be subject to a Warpwave.
Grab — Grab
Spells
Unfathomable Song (rank 9)
Warp Mind (rank 7)
Cursed Metamorphosis (rank 6)
Disintegrate (rank 6)
Teleport (At Will, Self Only) (rank 6)
Truespeech (Constant) (rank 5)
Confusion (rank 4)
Confusion (At Will) (rank 4)
Creation (At Will) (rank 4)
Divine Wrath (rank 4)
Mirage (See Reshape Reality) (rank 4)
Translocate (rank 4)
Translocate (At Will) (rank 4)
Unfettered Movement (Constant) (rank 4)
Dispel Magic (At Will) (rank 2)
Shatter (At Will) (rank 2)
Run Keketar in the encounter builder — free, no install.
Open in PathfinderGM →