Naunet
Creature 7 — monitor, protean
FlankerSnareLANDAERIALAQUATICmonitorproteanchaotic
Pugnacious and powerfully muscled, naunets serve as the scouts and rank-and-file troops of protean armies. 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 +14; darkvision; entropy sense (imprecise) 30 feet
Languages chthonian, empyrean, protean
Skills acrobatics +14, athletics +16, intimidation +16, stealth +14, survival +12
Str
+5
Dex
+3
Con
+5
Int
+0
Wis
+3
Cha
+3
AC 24
Fort +18
Ref +14
Will +12
+1 status to all saves vs. magic
HP 120
Resistances precision 5, protean-anatomy 10
Speed 25 feet, fly 30 feet, swim 25 feet (unfettered movement)
Offense
Melee Jaws (magical, reach-10) +18, Damage 2d10+8 piercing
Melee Tail (magical, reach-15) +18, Damage 2d8+8 bludgeoning plus Grab
Melee Tentacle (agile, magical, reach-10, unarmed) +18, Damage 2d8+8 piercing
Abilities
Entropy Sense (Imprecise) 30 feet (divine, prediction) — A naunet 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 10 (divine) — A protean's vital organs shift and change shape and position constantly. Immediately after the protean 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 protean is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the protean automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Adaptive Strike (divine, polymorph) — The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.
Change Shape (concentrate, divine, polymorph) — The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. 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.
Confounding Slam (divine, emotion, mental) — A creature hit by the naunet's tentacle Strike is Stupefied 2 for 1d4 rounds (DC 25 Will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead.
Constrict — 1d8+8 bludgeoning damage, DC 22 Fortitude save
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.
Grab —
Divine Innate Spells DC 25, attack +17
4th Translocate, Unfettered Movement (Constant)
3rd Vampiric Feast
2nd Acid Grip, Mist (At Will), Shatter (At Will)
WORKS WELL WITH
AnvilLANDA durable frontline body anchors one flank so the naunet can shift shape and strike from across the battlefield's different terrain.
CrasherLAND / AQUATICA burst striker finishes off a target already Grabbed and Stupefied before it can act again.
WeaverAERIAL / LANDA caster benefits when targets are left Stupefied by Confounding Slam, since their own spellcasting becomes harder to disrupt in return.
PUNISHES
✖ low Will✖ spellcasting reliance✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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