Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Constrict
1d12+4 bludgeoning, DC 22
Ability
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
Ability
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.
Ability
Mimic Form
(concentrate, divine, 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 Perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time.
Ability
Mocking Touch
Circumstance: The azuretzi is not currently using Mocking Touch on a spell;
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.
Ability
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.
Ability
Spell Pilfer [Reaction]
Circumstance: Trigger: A creature with an active spell effect within 30 feet of
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +15 [+10/+5] (chaotic, finesse, magical), Damage 2d10+4 piercing plus 1d6 chaotic
Trait
Monitor
Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Protean
A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.
Language
Abyssal
Celestial
Perception
darkvision
entropy sense (imprecise) 30 feet
Resistance
precision 5
protean anatomy 8
Weakness
lawful 5