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Protean, Imentesh

This serpentine creature has the lower body of a snake, a humanoid torso, and a bird-like head and claws.

Protean, Imentesh CR 10

XP 9,600
CN Large outsider (chaotic, extraplanar, protean, shapechanger)
+7; Senses blindsense 30 ft., darkvision 60 ft.; Perception +20


AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
123 (13d10+52); fast healing 5
+12, Ref +7, Will +14
Defensive Abilities
amorphous anatomy, freedom of movement; DR 10/lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 21


Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
bite +19 (2d6+7), 2 claws +19 (1d8+7), tail +17 (1d8+3 plus grab)
10 ft.; Reach 10 ft.
Special Attacks
constrict (1d8+7), inflict warpwave, sneak attack +4d6
Spell-Like Abilities
(CL 10th; concentration +15)

Constant—detect law, tongues
At will—dimension door (self plus 50 lbs. of objects only), make whole, major creation, shatter (DC 17), shrink item
3/day—chaos hammer (DC 19), dispel magic, slow (DC 18)
1/day—break enchantment, dispel law (DC 20), haste, polymorph any object (DC 23)


Str 24, Dex 17, Con 18, Int 23, Wis 18, Cha 21
Base Atk
+13; CMB +21 (+25 grapple); CMD 34 (can’t be tripped)
Combat Expertise, Combat Reflexes, Improved Feint, Improved Initiative, Iron Will, Multiattack, Persuasive
Acrobatics +19, Bluff +21, Diplomacy +25, Disable Device +16, Fly +9, Intimidate +25, Knowledge (arcana) +22, Knowledge (planes) +22, Knowledge (any two) +19, Perception +20, Sense Motive +20, Stealth +15, Swim +15; Racial Modifiers +8 Swim
Languages Abyssal, Protean; tongues
change shape (greater polymorph)


Inflict Warpwave (Su)

As a standard action, an imentesh can inflict a warpwave upon any corporeal creature within 100 feet. The target can resist the warpwave’s effects with a DC 20 Fortitude save. If the imentesh wishes, it can use this ability as a swift action, but if it does so, it is affected by the warpwave as well unless it resists the effects with its own Fortitude save. See Table below for a list of possible effects caused 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.