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Protean, Sorcerer Wyrm

This serpentine creature has a humanoid torso with a pair of boneless, tentacle-like arms.

Sorcerer Wyrm CR 4

XP 1,200
CN Medium outsider (chaotic, extraplanar, protean, shapechanger)
Init +6; Senses blindsense 30 ft., darkvision 60 ft., detect law, detect magic, scent, smell bloodline; Perception +11

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +7
Defensive Abilities amorphous, freedom of movement; DR 5/lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 15

Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
Melee bite +8 (1d6+2), 2 tentacles +8 (1d4+2 and grab), tail +3 (1d4+1)
Special Attacks constrict (1d4+2), consume bloodline, smother, warp spell
Spell-Like Abilities (CL 6th; concentration +8)

Constant—detect law, detect magic At will—dancing lights (0), ghost sound (0) (DC 12), prestidigitation (0)

Spells Known (CL 6th; concentration +8)

3rd (3/day)—gaseous form
2nd (5/day)—blur
1st (6/day)—entropic shield

Str 15, Dex 15, Con 15, Int 14, Wis 14, Cha 14
Base Atk +6; CMB +8 (+12 grapple); CMD 20 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Eschew Materials (B), Great Fortitude
Skills Acrobatics +11, Bluff +11, Diplomacy +11, Fly +10, Intimidate +11, Perception +11, Sense Motive +11, Stealth +11, Survival +11, Swim +10
Languages Abyssal, Protean
SQ change shape (Medium elemental, elemental body II), smell bloodline

Environment any (Limbo)
Organization solitary, pair, or school (3–8)
Treasure none

Consume Bloodline (Su) As a full-round action, a sorcerer wyrm can feed upon the corpse of a sorcerer to absorb the magic that once flowed in that sorcerer's blood. Upon feeding on a sorcerer's corpse in this manner, a sorcerer wyrm regains spell slots as if it had rested for one day, and its bloodline spells permanently change to those of the consumed sorcerer's bloodline.

Smell Bloodline (Su) Whenever a sorcerer wyrm detects a creature's scent using its scent ability, the sorcerer wyrm immediately knows that creature's sorcerer bloodline, if any.

Smother (Ex) While grappling, a sorcerer wyrm crush the air out of its victim, expose its victim to its noxious breath, or some combination of both tactics. A creature grappled by a sorcerer wyrm is still able to breath (if just barely), but cannot speak or cast spells with verbal components.

Spells Known A sorcerer wyrm is able to cast spells as if it were a sorcerer with a number of levels equal to its Hit Dice, except its only spells known are its bloodline spells. Aside from spellcasting and bloodline spells, a sorcerer wyrm gains no sorcerer class features. A sorcerer wyrm's default bloodline is protean (but see the consume bloodline ability, above). Because the magic in its blood is inherently unstable, a sorcerer wyrm cannot take actual levels of sorcerer. Warp Spell (Su) Whenever a creature targets one or more sorcerer wyrms with a targeted spell or spell-like ability, that creature is affected by a single warpwave (see the protean monster entry for details). The creature can negate the warpwave's effects with a DC 15 Fortitude save. The save DC is Constitution-based.