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Keketar

Creature 17 — monitor, protean

AnvilSnareLANDAERIALAQUATICmonitorprotean

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; darkvision; entropy sense (imprecise) 60 feet
Languages chthonian, empyrean, protean; Telepathy 100 feet, Truespeech
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 +1 status to all saves vs. magic
HP 260 (fast healing 10)
Resistances precision 10, protean-anatomy 25
Speed 40 feet, fly 50 feet, swim 40 feet (unfettered movement)

Offense

Melee Jaws (magical, reach-10, unarmed) +33, Damage 3d12+16 piercing plus Warpwave Strike
Melee Claw (agile, magical, reach-10, unarmed) +33, Damage 2d12+16 slashing plus Warpwave Strike
Melee Tail (reach-15) +33, Damage 2d12+16 bludgeoning plus Grab

Abilities

Telepathy 100 feet (aura, magical, mental) — 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) — 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 — 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 10 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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
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.

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+15 bludgeoning, DC 42 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.
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
Divine Innate Spells DC 42, attack +32
9th Unfathomable Song
7th Warp Mind (×3)
6th Cursed Metamorphosis, Disintegrate, Teleport (At Will, Self Only)
5th Truespeech (Constant)
4th Confusion, Confusion (At Will), Creation (At Will), Divine Wrath, Mirage (See Reshape Reality) (×2), Translocate, Translocate (At Will), Unfettered Movement (Constant)
2nd Dispel Magic (At Will), Shatter (At Will)

WORKS WELL WITH

SniperLAND / AERIAL / AQUATICA ranged attacker keeps damaging it while its shifting resistance only ever covers one energy type at a time.
CrasherLAND / AERIAL / AQUATICA melee bruiser benefits from targets that Warpwave Strike and Constrict have already destabilized.
WeaverLAND / AERIAL / AQUATICA debuffer lowering Fortitude saves makes Warpwave Strike and Constrict more likely to land their full effect.

PUNISHES

✖ teleport reliance✖ melee reliance✖ clumping
Works well with · Punishes · Pairing advice Unlock with Tactics

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