Azuretzi

CREATURE 5

cn small monitor protean 

Perception +11; darkvision, entropy sense (imprecise) 30 feet

Languages Abyssal, Celestial, Protean

Skills Acrobatics +11, Arcana +11, Athletics +9, Deception +13, Performance +13, Stealth +13, Survival +11, Thievery +13

Str +2 Dex +4 Con +4 Int +4 Wis +2 Cha +4

Entropy Sense (divination, divine, prediction) An Azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.

AC  22; Fort +11, Ref +15, Will +11

HP 75, fast healing 2; Weaknesses lawful 5; Resistances precision 5, protean anatomy 8

Protean Anatomy (divine, transmutation) An azuretzi's vital organs shift and change shape and position constantly. Immediately after the azuretzi 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 azuretzi is immune to polymorph effects unless it is a willing target. If blinded or deafened, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Spell Pilfer [R] Trigger A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch; Effect The azuretzi attempts to counteract one ongoing spell effect on the target creature with a Thievery check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours.

Speed 25 feet, fly 25 feet, swim 25 feet; freedom of movement

Melee [>] jaws +15 (chaotic, finesse, magical), Damage 2d10+4 piercing plus 1d6 chaotic

Melee [>] claw +15 (agile, chaotic, finesse, magical), Damage 2d8+4 slashing plus 1d6 chaotic

Melee [>] tail +13 (chaotic, magical, reach 15 feet), Damage 2d12+4 bludgeoning plus 1d6 chaotic and Grab

Divine Innate Spells DC 22; 4th dimension door; 3rd crisis of faith, dispel magic, shatter; 2nd hideous laughter; 1st detect alignment (at will, lawful only); Constant (4th) freedom of movement

Constrict [>] 1d12+4 bludgeoning, DC 22

Mimic Form [>] (concentrate, [magical tradition], polymorph, transmutation) As Change Shape, but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25.

Mocking Touch [>>] (abjuration, divine) The azuretzi mocks a creature's magical ability with a touch. The azuretzi must attempt a Thievery check against the target's Will DC. Critical Success The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first.Success As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally.Failure As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally.Critical Failure Mocking Touch has no effect.

Bestiary 2, page 206.

Open Azuretzi in the interactive creatures list or browse all creatures starting with A.