Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Adaptive Strike
(divine, polymorph, transmutation) The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.
Ability
Change Shape
(concentrate, divine, polymorph, transmutation) 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 Strikes but might change the damage type its Strikes deal.
Ability
Confounding Slam
(divine, emotion, enchantment, mental) A creature hit by the naunet's tentacle Strike is stupefied 2 for 1d4 rounds (DC 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.
Ability
Constrict
1d8+8 bludgeoning, DC 26
Ability
Divine Innate Spells
DC 26, attack +16; 5th dimension door; 4th acid arrow, solid fog; 3rd shatter (at will); 2nd obscuring mist (at will); 1st detect alignment (at will; lawful only); Constant (4th) freedom of movement
Ability
Entropy Sense
(divination, divine, prediction) A naunet 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 naunet's vital organs shift and change shape and position constantly. Immediately after the naunet 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.
Offense
Melee
Circumstance: combat round (melee)
jaws +18 [+13/+8] (chaotic, magical, reach 10 feet), Damage 2d10+8 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 10
Weakness
lawful 5