Protean Tumult

Level 12
Creature· monitorUncommonGargantuanRemaster
AC
32
HP
210
Speed
25 ft.
Perception
+21
Fort
+22
Ref
+25
Will
+19
Resistances precision 8, protean-anatomy 12
Weaknesses area-damage 10, splash-damage 10
Languages chthonian, protean, empyrean
Senses darkvision
Skills acrobatics +25, athletics +22, intimidation +22, survival +20
Other Speeds fly 30 ft., swim 25 ft.
Recall Knowledge DC 32 (religion)

Abilities

Entropy Senseinteraction

A protean tumult 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. Veil of Privacy prevents a creature from being detected via entropy sense automatically (without a counteract check).

+1 Status to All Saves vs. Magic
Fast Healing 8
Protean Anatomy 12

A protean's vital organs shift and change shape and position constantly. Immediately after the protean 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. The protean is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the protean autom

Troop Defenses

HP 210 (4 segments); Thresholds 140 (3 segments), 70 (2 segments)

Troop Movement
Chaos Flux

A protean tumult is less organized and more vicious than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to non-protean creatures. A creature that willingly moves into a protean tumult's space takes (1d12+1)[untyped] damage (DC 29 reflex save); a creature takes this damage only once per round.

Chaos Strike

Frequency once per round


Effect The protean tumult chooses adamantine, cold iron, or silver; the damage dealt by its Claws, Jaws, and Tails is treated as that material for 1 minute or until it uses Chaos Strike again.

Claws, Jaws, and Tails

1 to 3

Frequency once per round


Effect The tumult viciously attacks each enemy within a 5-foot emanation (DC 29 reflex save). The damage depends on the number of actions.

1 (1d12+1)[untyped|options:area-damage] damage

2 (2d12+10)[untyped|options:area-damage] damage

3 (3d12+11)[untyped|options:area-damage] damage

Stupefying Swipe◆◆

The protean tumult makes their way across the battlefield. It Strides. At the end of this movement, they lash out at the enemy with tentacles and other blunt body parts, dealing (2d12+10)[bludgeoning|options:area-damage] damage in a 5-foot emanation (DC 29 reflex save). A creature who fails this save is also Stupefied 2 for 2 rounds (Stupefied 3 on a critical failure).

Due to the inherently chaotic nature of proteans, many would assume they are incapable of cooperation. However, they are cunning enough to be able to unite in the face of danger or at the behest of more powerful beings, sometimes acting as a group called a protean tumult. Such an association is comprising of dozens of proteans of different shapes and sizes, many of whom continually alter their forms from moment to moment.