Protean, Keketar

The terrain shudders and shifts from forest to ocean to arid desert in quick succession as a thirty-foot-long serpentine humanoid slithers forward, appearing to simply jump between points rather than actually moving and carrying the fabric of the Maelstrom along with it. Its scales slowly shift in color and pattern, iridescent on a glossy black surface. The only constant features are its smoldering violet eyes and a crown-like cloud of symbols that swirls about its head.

Protean, Keketar CR 17

XP 102,400
CN Large outsider (chaotic, extraplanar, protean, shapechanger)
Init +5; Senses blindsense 60 ft., darkvision 60 ft.; Perception +33
Aura spatial riptide (30 ft.)


AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
hp 287 (23d10+161); fast healing 10
Fort +22, Ref +14, Will +22
Defensive Abilities amorphous anatomy, DR 15/lawful, freedom of movement; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 28


Speed 40 ft., fly 40 ft. (perfect), swim 40 ft.
Melee bite +31 (4d8+9 plus warpwave), 2 claws +31 (2d6+9 plus warpwave), tail slap +29 (2d8+4 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict 1d8+9
Spell-Like Abilities (CL 17th; concentration +24)

Constant—detect law, tongues
At will—chaos hammer (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), major creation, move earth, shatter (DC 19)
3/day—quickened confusion (DC 21), dispel law (DC 22), empowered chaos hammer (DC 21), polymorph any object (DC 25)
1/day—disintegrate (DC 23), prismatic spray (DC 24), prismatic sphere (DC 26), reshape reality


Str 29, Dex 21, Con 24, Int 20, Wis 25, Cha 24
Base Atk +23; CMB +33 (+35 bull rush, +37 grapple); CMD 48 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Empower Spell-Like Ability (chaos hammer), Great Fortitude, Improved Bull Rush, Improved Vital Strike, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-Like Ability (confusion), Vital Strike
Skills Acrobatics +31, Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (arcana, planes) +31, Knowledge (any two) +28, Perception +33, Stealth +27, Swim +40; Racial Modifiers +8 Swim
Languages Abyssal, Protean; telepathy 100 ft.
SQ change shape (greater polymorph)


Reshape Reality (Sp)

This ability functions as the spell 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 may make a DC 26 Will save to see through the semi-real illusion. Terrain can provide concealment, and against foes who do not make the Will save to see through the facade, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% normal hardness and hit points, and break DCs are 10 lower than normal. Dangerous terrain cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas where planar travel is prohibited.

Spatial Riptide (Su)

Any non-protean teleporting into or out of the protean’s aura must make a DC 28 Fortitude save or enter a state of suspended animation (identical to temporal stasis) for 1d3 rounds; success means the Creature is merely nauseated for 1 round. The save DC is Constitution-based.

Warpwave (Su)

A creature struck by a keketar’s claw or bite must make a DC 28 Fortitude save or be affected by a warpwave. The save DC is Constitution-based.

Table: Warpwave Effects
d20 Warpwave effect
1 Target takes 2 Strength damage.
2 Target takes 2 Dexterity damage.
3 Target takes 2 Constitution damage.
4 Target takes 2 Intelligence damage.
5 Target takes 2 Wisdom damage.
6 Target takes 2 Charisma damage.
7 Target gains 1 negative level.
8 Target is blinded or deafened for 1d4 rounds.
9 Target is confused for 1d4 rounds.
10 Target is entangled by filaments of energy for 1d4 rounds.
11 Target becomes fatigued (or exhausted if already fatigued).
12 Target becomes nauseated for 1d4 rounds.
13 Target is stunned for 1d4 rounds.
14 Target is sickened for 1d4 rounds.
15 Target is staggered for 1d4 rounds.
16 Target gains 4d6 temporary hit points.
17 Target is affected by a heal spell (CL = protean’s CR).
18 Target is turned to stone.
19 Target is affected by baleful polymorph (CL = protean’s CR).
20 Portions 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.


Environment any (Limbo)
Organization solitary or chorus (2–4)
Treasure standard

Keketars are the prophet-lords of the protean race, dedicating their existence to discerning and carrying out the will of their plane’s mysterious rulers.

Proteans are snake-like creatures native to the true chaos that is the natural state of the multiverse. They oppose order in all its forms and seek to unmake the planes back into their primordial state.


Individual keketars range from 7 to 40 feet long, though they constantly shift and change, altering color and serpentine banding patterns, shrinking or elongating, and undergoing even more radical physical changes. However, a keketar possesses two key features: first, whatever configuration its body takes, its eyes are always a piercing shade of amber or violet; and second, a whirling ring of ever-changing symbols floats above and around its head like a shapeshifting crown. The cloud’s symbols coil, snarl, and intermingle with one another, gradually merging and mutating without apparent pattern. Each keketar is marked by unique stylistic elements within the symbols and the general orientation and appearance of the crown—useful for distinguishing between different individuals. They can hide or manifest this crown at will, but they usually leave it visible.


Keketars exist as a separate protean species as well as a distinct functional caste. What is not entirely understood about keketars is whether they exist as such from birth, spawned either from the mating of other keketars or produced under chance or rare circumstance from the unions of their lesser kindred, or else are elevated to their status by the touch of divinity or exposure to some chance energy.

Keketars are chosen by foreordained chance—paradoxical as that might be—and the elevation of the worthy. Stating that the crown is by birthright, the protean was evasive when asked directly if members of its own imentesh caste were capable of ascent or promotion to the ranks of the keketars, answering only that the Maelstrom contained no impossibilities.


Keketars serve as a racial priesthood for the protean deities, operating as intermediaries between the other protean castes and the entities they collectively worship. Other proteans treat keketars as nobles, though keketars rarely use this status to rule others. As with many mortal religions, dogma and theology is prone to interpretation and change, and among the proteans the situation is perhaps even more pronounced. Whatever the nature of their mysterious god or gods, separate keketars may come to dramatically different conclusions as to their will and intent. Once they pass on to their kindred proteans just what paths of action they perceive as necessary, such groups may come into conflict with others tasked with the opposite. Curiously, such conflicts in vision or interpretation only occur between individual keketars and discrete groups, but never within a gathered group.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC#59 Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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