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.)
Defense
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, freedom of movement
Resist: electricity 10, sonic 10
Immune: acid, polymorph
SR: 28
Offense
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
Statistics
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) +31, Perception +33, Stealth +27, Swim +40
SQ: change shape (greater polymorph), flight
Languages: Abyssal, Protean, telepathy 100 ft.
Ecology
Environment: any (Limbo)
Organization: solitary or chorus (2–4)
Treasure: standard
Description
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.
Priests and prophets, keketars are the leaders of their race, guiding proteans in their sacred mission to return all existence to primal chaos.
Protean, Imentesh–Protean, Keketar Protean, Imentesh–Protean, Keketar Protean, Naunet Tentacles tipped with snapping jaws emerge from this serpentine creature’s back, complementing the vicious maw in its reptilian face.
