Keketar

Level 17
Creature· monitorLargeRemaster
AC
40
HP
260
Speed
40 ft.
Perception
+30
Fort
+30
Ref
+28
Will
+34
Resistances precision 10, protean-anatomy 25
Languages chthonian, empyrean, protean
Senses darkvision
Skills diplomacy +34, intimidation +34, athletics +33, deception +32, religion +30, stealth +30, acrobatics +26
Other Speeds fly 50 ft., swim 40 ft.
Recall Knowledge DC 36 (religion)

Attacks

Melee Jaws +33 (magical, reach 10 ft., unarmed), Damage 3d12+16 piercing
Melee Claw +33 (agile, magical, reach 10 ft., unarmed), Damage 2d12+16 slashing
Melee Tail +33 (reach 15 ft.), Damage 2d12+16 bludgeoning

Abilities

Telepathy 100 feetinteraction
Entropy Sense (Imprecise) 60 feetinteraction

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 Spellsinteraction
+1 Status to All Saves vs. Magic
Fast Healing 10
Protean Anatomy 25

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 keketa

Reactive Strike
Spatial Riptide

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 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.

Change Shape

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 fortitude


Reshape Reality

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

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

The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar's actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: first, a keketar's eyes are always a piercing shade of amber or violet. Second, the keketar's mark of office—a crown of shifting symbols that hovers above their head—never changes. A keketar cannot remove their crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame.

Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans, the situation is even more pronounced. Whatever the nature and desires of the Speakers of the Depths may be, individual keketars often come to dramatically different conclusions as to their will and intent. To the proteans, however, this inherent dissonance is a strength rather than a weakness.


Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults in the Universe tend to be obscure and secretive.

Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact—that scions of dissolution and disorder would share so many features—pointing out that there is some semblance of order even in the purest chaos. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?