Keketar

Creature 17
  • Large
  • monitor
  • protean
Perception
+30 entropy sense (imprecise) 60 feet; darkvision
Languages
Chthonian, Empyrean, Protean, Telepathy 100 feet, Truespeech
Skills
Acrobatics +26, Athletics +33, Deception +32, Diplomacy +34, Intimidation +34, Religion +30, Stealth +30
Str +8, Dex +5, Con +7, Int +5, Wis +7, Cha +7

Telepathy 100 feet (aura, magical, mental)

Entropy Sense (Imprecise) 60 feet (divine, prediction) A keketar 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

AC
40; Fort +30, Ref +28, Will +34; +1 status to all saves vs. magic
HP
260, fast healing 10; Resistances precision 10, protean anatomy 25

Fast Healing 10

Protean Anatomy 25 (divine) A keketar's vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, they gain 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 their resistance changes to match that type), whichever comes first.

The keketar is immune to polymorph effects unless they're a willing target. If Blinded or Deafened, the keketar automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.

Effect: Protean Anatomy

Reactive Strike ⟲

Spatial Riptide (aura, divine) 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.

Speed
40 feet, fly 50 feet, swim 40 feet, unfettered movement

Melee ◆ jaws +33 (magical, reach 10 feet, unarmed), Damage 3d12+16 piercing plus Warpwave Strike

Melee ◆ claw +33 (agile, magical, reach 10 feet, unarmed), Damage 2d12+16 slashing plus Warpwave Strike

Melee ◆ tail +33 (reach 15 feet), Damage 2d12+16 bludgeoning plus Grab

Divine Innate Spells DC 42, attack +32; 9th unfathomable song, divine wrath; 8th cursed metamorphosis, confusion; 7th warp mind, disintegrate, dispel magic (at will), shatter (at will); 6th teleport (at will, self only); 5th creation (at will), mirage (see reshape reality), translocate; 4th confusion (at will), translocate (at will); Constant (5th) truespeech; Constant (4th) unfettered movement

Change Shape ◆ (concentrate, divine, polymorph) The keketar can take the appearance of any Huge or smaller creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal.

Constrict ◆ 1d10+15 bludgeoning, DC 42 basic Fortitude

Reshape Reality (concentrate, divine, polymorph) When the keketar casts Mirage, 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) 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.

Grab ◆

Source: Pathfinder Monster Core

Running this fight? Add the keketar to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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