Keketar

CREATURE 17

cn large monitor protean 

Perception +30; darkvision, entropy sense (imprecise) 60 feet

Languages Abyssal, Celestial, Protean; telepathy 100 feet, tongues

Skills Acrobatics +26, Athletics +30, Deception +33, Diplomacy +35, Intimidation +35, Religion +30, Stealth +28

Str +9 Dex +5 Con +7 Int +5 Wis +7 Cha +7

Entropy Sense (divination, divine, prediction) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it 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  40; Fort +30, Ref +28, Will +34; +1 status to all saves vs. magic

HP 290, fast healing 10; Weaknesses lawful 15; Resistances precision 10, protean anatomy 25

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

Spatial Riptide (aura, divine, transmutation) 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.

Attack of Opportunity [R]

Speed 40 feet, fly 50 feet, swim 40 feet; freedom of movement

Melee [>] jaws +33 (chaotic, magical, reach 10 feet), Damage 3d10+15 piercing plus 1d6 chaotic and warpwave strike

Melee [>] claw +33 (agile, chaotic, magical, reach 10 feet), Damage 2d10+15 slashing plus 1d6 chaotic and warpwave strike

Melee [>] tail +33 (reach 15 feet), Damage 2d10+15 bludgeoning plus Grab

Divine Innate Spells DC 42, attack +32; 9th divine wrath (chaotic only), prismatic sphere; 8th baleful polymorph, confusion; 7th disintegrate, dispel magic (at will), shatter (at will), warp mind (×3); 6th teleport (at will, self only); 5th creation (at will), dimension door, hallucinatory terrain (×2); 4th confusion (at will), dimension door (at will); 2nd detect alignment (at will, lawful only); Constant (5th) tongues; (4th) freedom of movement

Change Shape [>] (concentrate, divine, polymorph, transmutation) The keketar can take the appearance of any Huge 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.

Constrict [>] 1d10+15 bludgeoning, DC 42

Reshape Reality (concentrate, divine, polymorph, transmutation) When the keketar casts hallucinatory terrain, 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, transmutation) 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 (page 266).

Bestiary, page 269.

Open Keketar in the interactive creatures list or browse all creatures starting with K.