Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Source Bestiary 6 pg. 305, Bestiary 2 pg. 308
Proteans are serpentine outsiders of pure chaos. They have the following traits unless otherwise noted in a creature’s entry.
  • Blindsense (distance varies by protean type).
  • Immunity to acid.
  • Resistance to electricity 10 and sonic 10.
  • Constrict and grab as special attacks.
  • Supernatural flight.
  • Freedom of Movement (Su): A protean has continuous freedom of movement, as per the spell.
  • Amorphous Anatomy (Ex): A protean’s vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
  • Change Shape (Su): A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can assume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
  • Warpwave (Su): Many proteans can create ripples in reality known as warpwaves. Yet even a protean can’t predict what effects a warpwave might have. When a creature is affected by a warpwave, roll 1d20 and consult the table below to see what effect the entropic energies have.

    d20Warpwave Effect
    1Target takes 2 Strength damage.
    2Target takes 2 Dexterity damage.
    3Target takes 2 Constitution damage.
    4Target takes 2 Intelligence damage.
    5Target takes 2 Wisdom damage.
    6Target takes 2 Charisma damage.
    7Target gains 1 negative level.
    8Target is blinded or deafened for 1d4 rounds.
    9Target is confused for 1d4 rounds.
    10Target is entangled by filaments of energy for 1d4 rounds.
    11Target becomes fatigued (or exhausted if already fatigued).
    12Target becomes nauseated for 1d4 rounds.
    13Target is stunned for 1d4 rounds.
    14Target is sickened for 1d4 rounds.
    15Target is staggered for 1d4 rounds.
    16Target gains 4d6 temporary hit points.
    17Target is affected by a heal spell (CL = protean’s CR).
    18Target is turned to stone as per flesh to stone.
    19Target is affected by baleful polymorph (CL = protean’s CR).
    20Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target.