Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Ability
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.
Ability
Constrict
1d10+15 bludgeoning, DC 42
Ability
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 (x3); 6th teleport (at will; self only); 5th creation (at will), dimension door, hallucinatory terrain (x2; see reshape reality); 4th confusion (at will), dimension door (at will); 2nd detect alignment (at will; lawful only); Constant (5th) tongues; (4th) freedom of movement
Ability
Entropy Sense
(divination, divine, prediction) A keketar 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.
Ability
Protean Anatomy
(divine, transmutation) A keketar's vital organs shift and change shape and position constantly. Immediately after the keketar 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
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.
Ability
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.
Ability
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 (see Warpwave below).
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (chaotic, magical, reach 10 feet), Damage 3d10+15 piercing plus 1d6 chaotic and warpwave strike
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
telepathy 100 feet
tongues
Perception
darkvision
entropy sense (imprecise) 60 feet
Resistance
precision 10
protean anatomy 25
Weakness
lawful 15