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Protean, Ourdivar

The upper body of this creature is that of a multicolored bestial humanoid, while its lower section ends in a serpentine tail.

Ourdivar CR 4

XP 1,200
CN Large outsider (chaotic, extraplanar, protean, shapechanger)
Init +5; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10

DEFENSE

AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 42 (5d10+15)
Fort +4, Ref +5, Will +6
Defensive Abilities amorphous anatomy, freedom of movement; Immune acid; Resist electricity 10, sonic 10; SR 15

OFFENSE

Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
Melee slam +8 (1d6+4), tail slap +3 (1d8+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks adaptive strike, constrict (1d8+4), warpwave exit
Spell-Like Abilities (CL 5th; concentration +7)
3/daycolor spray (DC 13)
1/daydispel magic, rage

STATISTICS

Str 18, Dex 13, Con 16, Int 11, Wis 15, Cha 14
Base Atk +5; CMB +10; CMD 21
Feats Combat Reflexes, Improved Initiative, Power Attack
Skills Bluff +10, Fly +15, Intimidate +10, Perception +10, Sense Motive +10, Stealth +5, Swim +12
Languages Abyssal, Protean
SQ change shape (humanoid or monstrous humanoid; polymorph)

SPECIAL ABILITIES

Adaptive Strike (Su)

An ourdivar’s natural weapons count as chaotic and magical for the purpose of overcoming damage reduction. An ourdivar can change the physical shape of its slam attack to change the damage type it deals to bludgeoning, slashing, or piercing as a swift action.

Warpwave Exit (Su)

An ourdivar that is killed or banished erupts in a wave of chaotic energy, affecting 1d4+1 non-protean corporeal creatures within 15 feet with a minor warpwave. Roll 1d10 and consult the following list for the effect it has on each creature. If a minor warpwave duplicates a spell effect, the caster level of that spell effect is equal to the ourdivar’s CR (CL 4th for the typical ourdivar).

Targets can resist the warpwave’s effect with a successful DC 15 Fortitude save. The save DC is Constitution-based.

d10 Warpwave Effect
1 2 points of Str, Dex, or Con damage (random).
2 2 points of Int, Wis, or Cha damage (random).
3 Blinded or deafened (random) for 1d4 rounds.
4 Fatigued (or exhausted if already fatigued).
5 Target gains the effects of slow.
6 Target gains a +2 enhancement bonus to Strength, Dexterity, or Constitution (random) for 24 hours.
7 Target gains a +2 enhancement bonus to Intelligence, Wisdom, or Charisma (random) for 24 hours.
8 Target gains the effects of protection from law.
9 Target gains 3d6 temporary hit points.
10 Target gains the effects of haste.

ECOLOGY

Environment any (Maelstrom)
Organization solitary, pair, or breach (3–5)
Treasure none

Ourdivars are spontaneously formed when called forth via spells like lesser planar ally. They toil at the behest of their conjurer creators, acting as tools of chaos across the planes.

An ourdivar is 12 feet long and weighs 700 pounds.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.