Imentesh
Creature 10- Perception
- +19 entropy sense (imprecise) 60 feet; darkvision
- Languages
- Chthonian, Empyrean, Protean, Truespeech
- Skills
- Acrobatics +17, Athletics +19, Deception +21, Diplomacy +19, Performance +21, Stealth +21, Thievery +17
- Str +7, Dex +5, Con +5, Int +7, Wis +3, Cha +5
Entropy Sense (divine, prediction) An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh the ability to sense creatures within the listed range. A creature under the effects of Veil of Privacy or that is otherwise shielded from divination and prediction cannot be noticed via entropy sense.
Constant Spells
- AC
- 30; Fort +21, Ref +19, Will +17; +1 status to all saves vs. magic
- HP
- 175, fast healing 5; Resistances precision 10, protean anatomy 15
Fast Healing 5
Protean Anatomy 15 (divine, polymorph) An imentesh's vital organs shift and change shape and position constantly. Immediately after the imentesh 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 imentesh is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Effect: Protean Anatomy
- Speed
- 25 feet, fly 25 feet, swim 25 feet, unfettered movement
Melee ◆ jaws +23 (magical, reach 10 feet), Damage 2d10+11 piercing plus Warpwave Strike
Melee ◆ claw +23 (agile, magical, reach 10 feet), Damage 2d6+11 slashing
Melee ◆ tail +23 (magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 spirit plus Grab
Divine Innate Spells DC 29, attack +21; 5th sending, translocate, crisis of faith, dispel magic; 4th creation, translocate (at will), shatter; 3rd haste, shrink item, slow, mending; Constant (5th) truespeech; Constant (4th) unfettered movement
Change Shape ◆ (concentrate, divine, polymorph) The imentesh takes the appearance of any Large 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+11 bludgeoning damage, DC 29 basic Fortitude
Inflict Warpwave ◆ (divine) An imentesh inflicts a warpwave on a creature within 100 feet (DC 29 Fortitude save to resist).
Sneak Attack An imentesh's Strikes deal an additional 2d6 precision damage to Off-Guard targets.
Warpwave Strike (divine) Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave.
Warpwaves Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves.
When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature.
Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.
d8
Warpwave Effect
1
Clumsy 2 (Clumsy 3 on a critical failure)
2
Confused and gains 4d6 temporary Hit Points
3
Dazzled (permanent on a critical failure)
4
Enfeebled 2 (Enfeebled 3 on a critical failure)
5
Immobilized by filaments of energy
6
Quickened (Stride, Strike, or Step only)
7
Slowed 1
8
Stupefied 2 (Stupefied 3 on a critical failure)
Grab ◆
Source: Pathfinder Monster Core 2