Protean, Izfiitar

This serpentine monster has six arms and is crowned by a halo of ever-changing symbols.

Izfiitar CR 20

XP 307,200
CN Medium outsider (chaotic, extraplanar, protean, shapechanger)
Init +14; Senses blindsense 60 ft., darkvision 60 ft., detect law, true seeing; Perception +36
Aura cloak of chaos (DC 27)


AC 36, touch 24, flat-footed 26 (+10 Dex, +4 deflection, +12 natural)
hp 362 (25d10+225)
Fort +27, Ref +22, Will +26
Defensive Abilities amorphous anatomy, freedom of movement; DR 15/lawful; Immune acid, polymorph effects; Resist electricity 10, sonic 10; SR 31


Speed 40 ft., fly 50 ft. (perfect), swim 40 ft.
Melee bite +34 (4d6+9/19–20 plus greater warpwave), 6 claws +34 (1d6+9 plus greater warpwave), 2 tail slaps +32 (1d8+4 plus grab)
Special Attacks constrict (1d8+13)
Spell-Like Abilities (CL 20th; concentration +29)

Constantcloak of chaos (DC 27), detect law, true seeing
At willconfusion (DC 23), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), major creation, plane shift (DC 26), telekinesis (DC 34)
3/dayquickened confusion (DC 23), quickened disintegrate (DC 25), prismatic spray (DC 26), reshape reality (DC 26), quickened telekinesis (DC 24), word of chaos (DC 26)
1/dayheal, implosion (DC 28), mage’s disjunction, prismatic sphere (DC 28)


Str 29, Dex 31, Con 28, Int 24, Wis 27, Cha 28
Base Atk +25; CMB +34; CMD 58 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (confusion, disintegrate, telekinesis), Vital Strike
Skills Acrobatics +38, Bluff +37, Diplomacy +37, Fly +46, Knowledge (arcana, planes) +35, Knowledge (history, religion) +32, Perception +36, Sense Motive +36, Spellcraft +35, Stealth +38, Swim +42
Languages Abyssal, Protean; telepathy 100 ft.
SQ change shape (shapechange)


Greater Warpwave (Su)

A creature struck by an izfiitar’s bite or claw must succeed at a DC 31 Fortitude save or be affected by a greater warpwave. Roll 1d20 and consult the following list for exact effects on the creature. The save DC is Constitution-based.

d20 Warpwave Effect
1 Target takes 4 points of Strength damage.
2 Target takes 4 points of Dexterity damage.
3 Target takes 4 points of Constitution damage.
4 Target takes 4 points of Intelligence damage.
5 Target takes 4 points of Wisdom damage.
6 Target takes 4 points of Charisma damage.
7 Target gains 1d4 negative levels.
8 Target is blinded or deafened for 1d4+1 rounds.
9 Target is confused for 1d4 rounds, and all non-proteans that are within 20 feet are affected by confusion (Will DC 23 negates).
10 Target is struck by a fireball (Reflex DC 22 half) centered on its location that deals acid damage rather than fire.
11 Target is affected by greater dispel magic (CL 20th).
12 Target is sickened for 1d4+1 rounds.
13 Target is nauseated for 1d4+1 rounds.
14 Target is staggered for 1d4+1 rounds.
15 Target is stunned for 1d4+1 rounds.
16 Target gains 8d6 temporary hit points.
17 Target is affected by a heal spell (CL 20th).
18 Target is permanently turned to stone.
19 Target is temporarily shifted outside of the normal flow of time, as per temporal stasis, for 1d3 rounds.
20 Target is affected by imprisonment (CL 20th), and a keketar protean loyal to the izfiitar appears in the target’s place.

Kiss of the Speakers (Ex)

Moment by moment, an izfiitar tinkers with the myriad possibilities in which it can act or move, granting it the prescience to choose whichever possible moment best suits it. As a move action once every other round, an izfiitar can grant itself one of the following options on its next round’s action: double all of its speeds for 1 round, gain the ability to roll one d20 roll twice in the next round and choose which result to use, or gain an additional standard action that can be used only to activate a spell-like ability.

Reshape Reality (Sp)

This ability functions as mirage arcana heightened to a 9th-level spell, except the changes created are quasi-real, like those created by shadow conjuration.

A creature that interacts with reshaped reality can attempt a DC 26 Will save to see through the illusion. Terrain thus created can provide concealment, and against foes who fail the Will save to see through it, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% of the normal hardness and hit points, and break DCs are 10 lower than normal. Damage caused by dangerous terrain can’t exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability can’t damage existing structures, nor does it function in areas where planar travel is prohibited.


Environment any (Maelstrom)
Organization solitary or chorus (2–3)
Treasure double

While the keketar proteans hold vague ideological sway over their kind’s infinite choruses, the izfiitars loom above them, cardinals among the slithering clergy. Aloof and distant even compared to the keketars, izfiitars rarely venture beyond the Maelstrom’s deepest reaches, content to divine the will of the plane’s unknowable dualistic godhead, the Speakers of the Depths.

Bound to a single chorus, izfiitars are and yet are not distinct from the keketars who pay them obeisance, leading many to speculate that they are essentially elevated keketars, chosen for reasons unknown and propelled along a path of apotheosis either by the Maelstrom itself or by one of the so-called protean lords. Yet their position remains paradoxical, befitting the Maelstrom’s rejection of stability and consistency. Not every chorus contains an izfiitar, while some contain multiple, and the size and influence of any given chorus is entirely independent of their presence.

Although smaller in size than keketars, izfiitars have monstrous physical attacks and stupendous magical powers.

They wield a more powerful version of lesser proteans’ warpwave, as well as abilities that bend reality and alter probability, focused on the proteans’ desire to return all of reality to the freedom of pure, unbound chaos.

Herald of The Speakers

Among the izfiitars, those termed Heralds of the Speakers wield greater power and authority than their kin and take a more direct hand in guiding the choruses than the much more distant protean lords. Each Herald of the Speakers is effectively a unique being; they often have additional Hit Dice or levels in a particular class (typically cleric or oracle), the advanced creature simple template, and possibly unique powers granted by their dualistic and inscrutable divine patron. Listed below are three sample unique abilities of Heralds of the Speakers, but these examples are by no means the entirety of the strange powers they might wield.

Planar Transposition (Su)

The Herald’s connection to the fabric of the Maelstrom that underlies every other plane of reality provides it a considerable ability to influence its surroundings even while on other planes. As a standard action once every 1d4 rounds, the Herald can suppress one planar trait or add one of the Maelstrom’s planar traits to an area equal to one 10- foot square per Hit Die it has. Alternatively, the Herald can effectively shift the area in a 90-foot radius centered on itself into the Maelstrom, swapping a corresponding region of the Maelstrom onto its current plane and choosing whether to move creatures or leave them in place. Creatures can resist being transported by succeeding at a Will save (DC = 10 + half the Herald’s HD + the Herald’s Charisma modifier).

Reality Flaunt (Su)

The Herald can selectively ignore or redirect a spell or spell-like ability once every 1d4 rounds as an immediate action. The Herald can choose to buck the laws of reality and ignore such an effect by attempting a Wisdom check (DC = the caster level of the spell or spell-like ability). If the Herald exceeds the DC by 10 or more, it can choose to redirect any targeted effect to a new target of its choosing within 60 feet.

Voice of the Speakers (Su)

The Herald of the Speakers has additional spell-like abilities (20 spell levels’ worth of 1st- to 4thlevel spells usable at will and 20 spell levels’ worth of 5th- to 8thlevel spells usable three times per day).

All selected spells must come from the cleric spell list, the Chaos domain, or the Protean subdomain.

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.

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