Monster Dossier

Naunet

Naunet is a fantasy monster entry from source B1.

Level 7

Traits

cnlargemonitorprotean

Rules & statistics

Monster Profile

Perception

14

Senses

  • Name
    darkvision
  • Type
    imprecise
    Name
    entropy sense
    Range
    30

Languages

Languages
  • abyssal
  • celestial
  • protean

Skills

Acrobatics
14
Athletics
16
Intimidation
16
Stealth
14
Survival
12

Ability Mods

Str
5
Dex
3
Con
5
Int
0
Wis
3
Cha
3

Defenses

Ac
24
Saving Throws
Fort
18
Ref
14
Will
12
Abilities
  • +1 status to all saves vs. magic
Hp
  • Hp
    120
    Abilities
    • fast healing 2
Weaknesses
  • Amount
    5
    Name
    lawful
Resistances
  • Amount
    5
    Name
    precision
  • Amount
    10
    Name
    protean anatomy

Speed

Abilities
  • freedom of movement
Walk
25
Fly
30
Swim
25

Attacks

  • Range
    Melee
    Name
    jaws
    Attack
    18
    Traits
    • chaotic
    • magical
    • reach
    Damage
    2d10+8 piercing plus 1d6 chaotic
    Types
    • chaotic
    • piercing
  • Range
    Melee
    Name
    tail
    Attack
    18
    Traits
    • chaotic
    • magical
    • reach
    Effects
    • Grab
    Damage
    2d8+8 bludgeoning plus 1d6 chaotic and Grab
    Types
    • bludgeoning
    • chaotic
  • Range
    Melee
    Name
    tentacle
    Attack
    18
    Traits
    • agile
    • chaotic
    • magical
    • reach
    Effects
    • confounding slam
    Damage
    2d8+6 piercing plus 1d6 chaotic and confounding slam
    Types
    • chaotic
    • piercing

Spellcasting

  • Type
    Innate
    Tradition
    divine
    DC
    26
    Attack
    16
    Entry
    1
    Spells
    • Name
      detect alignment
      Amount
      at will
      Notes
      • lawful only
    2
    Spells
    • Name
      obscuring mist
      Amount
      at will
    3
    Spells
    • Name
      shatter
      Amount
      at will
    4
    Spells
    • Name
      acid arrow
    • Name
      solid fog
    5
    Spells
    • Name
      dimension door
    Constant
    4
    Spells
    • Name
      freedom of movement

Abilities

Top
  • Traits
    • divination
    • divine
    • prediction
    Entries
    • 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.
    Name
    Entropy Sense
Mid
  • Traits
    • divine
    • transmutation
    Entries
    • 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.
    Name
    Protean Anatomy
Bot
  • Activity
    Number
    1
    Unit
    free
    Traits
    • divine
    • polymorph
    • transmutation
    Entries
    • The naunet chooses adamantine, cold iron, or silver; its melee Strike||Strikes count as that type for 1 minute or until it uses Adaptive Strike again.
    Name
    Adaptive Strike
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • divine
    • polymorph
    • transmutation
    Entries
    • 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 Strike||Strikes but might change the damage type its Strike||Strikes deal.
    Name
    Change Shape
  • Traits
    • divine
    • emotion
    • enchantment
    • mental
    Entries
    • A creature hit by the naunet's tentacle Strike is stupefied 2 for 1d4 rounds (24 Will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. A chaotic creature is only stupefied 1 instead.
    Name
    Confounding Slam
  • Activity
    Number
    1
    Unit
    action
    Entries
    • 1d8+8 bludgeoning, 26
    Name
    Constrict

Background

Lore

No lore provided.