Protean, Keketar (CR 21/MR 8)

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.

Mythic Keketar (CR 21/MR 8)
XP 409,600
Pathfinder Roleplaying Game Bestiary 2
CN Large outsider (chaotic, extraplanar, protean, mythic, shapechanger)
Init +13/-7MF, dual initiativeMA; Senses blindsense 60 ft., darkvision 60 ft., detect law; Perception +33
Aura spatial riptide (30 ft.)


AC 40, touch 14, flat-footed 35 (+5 Dex, +26 natural, –1 size; +2 deflection vs. law)
hp 413 (23d10+287); fast healing 10
Fort +24, Ref +14, Will +22; +2 resistance vs. law, second saveMA
Defensive Abilities amorphous anatomy, entropic sphereMMA, freedom of movement; DR 15/epic and lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 36


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 +31 (2d8+9 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tail slap)
Special Attacks constrict 1d8+9, mythic power (8/day, surge +1d10), mythic spell-like abilitiesMA, supraspatial serpentMA, unraveling ruptureMMA

Spell-Like Abilities (CL 17th; concentration +26)
Constant—detect law, magic circle against law, tongues
At will—chaos hammer (DC 23), fabricate, greater dispel magic, greater teleport (self plus 50 lbs. of objects only), major creation, make whole, move earth, shatter (DC 21), stone shape
3/day—quickened confusion (DC 23), dispel law (DC 24), empowered chaos hammer (DC 23), polymorph any object (DC 27), teleport object
1/day—disintegrate (DC 25), prismatic spray (DC 26), prismatic sphere (DC 28), reshape reality


Str 29, Dex 21, Con 28, Int 20, Wis 25, Cha 28
Base Atk +23; CMB +33 (+37 grapple); CMD 48 (can’t be tripped)
Feats Combat Reflexes, Craft Wondrous Item, Empower Spell-Like Ability (chaos hammer), Flyby Attack, Great Fortitude, Improved InitiativeMF, Iron Will, Lightning Reflexes, Mythic CrafterMF, Power AttackMF, Quicken Spell-Like Ability (confusion),
Spell PenetrationMF, Vital Strike
Skills Acrobatics +31, Bluff +35, Craft (any one) +28, Diplomacy +35, Fly +11, Intimidate +35, Knowledge (arcana, planes) +31, Knowledge (any one) +28, Perception +33, Spellcraft +27, Stealth +27, Swim +21
Languages Abyssal, Protean; telepathy 100 ft.
SQ change shape (greater polymorph), transpatialMA


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

Special Abilities

Entropic Sphere (Su) A mythic keketar is surrounded by a magic circle against law within which reality slips and bends strangely. Creatures lacking freedom of movement are entangled as long as they remain within the entropic sphere, and ranged attacks requiring an attack roll have a 20% miss chance if they pass through the entropic sphere. If the mythic keketar is affected by dimensional anchor or is within an area that blocks extraplanar travel, such as dimensional lock or forbiddance, this ability is suppressed, though in either case the keketar can expend one use of its mythic power as a free action to allow its entropic sphere to function normally for 1 minute.

The distortion of reality within the entropic sphere causes creatures beginning their turn within it to take 2 points of ability damage to a random ability score (DC 30 Fortitude half). Creatures with the lawful subtype take ability drain rather than ability damage, while creatures with the chaotic subtype are immune. The save DC is Constitution-based.

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 28 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.

Song of Creation (Su) A mythic keketar is not bound to natural laws and processes of knowledge, and its inchoate songs tap into the residual flow of all knowledge of the secrets of creation. A mythic keketar gains fabricate, make whole, stone shape, and teleport object as spell-like abilities, and can expend mythic power to augment the effects of these abilities (as well as major creation and polymorph any object) as a mythic spell caster with 8 mythic tiers. A mythic keketar can also expend one use of its mythic power and spend one hour singing its song of creation in order to exchange any one item creation feat or Craft skill it knows for a different one for which it qualifies.

Spatial Riptide (Su) Any non-protean teleporting into or out of the protean’s aura must make a DC 30 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.

Supraspatial Serpent (Su) A mythic protean’s serpentine coils swell, stretch, and squeeze with unnatural and unpredictable flexibility. Its tail slap is considered a primary natural weapon, and its reach is increased by 5 feet when attacking with its tail. A mythic protean does not gain the grappled condition while grappling a Medium or smaller creature with its tail, though it cannot use its tail slap to make attacks of opportunity while grappling a creature with it. If a creature struck by a mythic protean’s tail slap is using non-mythic freedom of movement or a similar effect, the protean may expend one use of its mythic power to suppress that effect for 3 rounds. If the target attempts to use a teleportation effect to escape its grapple (including contingent effects or effects triggered as immediate actions when the protean strikes the target), it must make a caster level check against the mythic protean’s SR or the effect fails. If the target is a mythic creature, it may add its mythic rank or tier to this caster level check. This functions even against supernatural effects, for which the target treats its Hit Dice as its caster level.

Transpatial (Ex) A mythic keketar exists in all coterminous planes simultaneously and can perceive and affect creatures in coterminous planes like the Astral, Ethereal, and Shadow planes without impediment. It likewise can perceive and affect incorporeal creatures, and effects it creates deal full damage against incorporeal creatures.

Unraveling Rupture (Su) As a standard action, a mythic keketar can expend one use of its mythic power to unravel the fibers of reality and then ride along the subspatial shockwave created as they ‘snap back’ into congruence with reality. This functions as dimension door (caster level 23rd), but also creates a mass of animate strands of reality at the mythic keketar’s original location that function as black tentacles (caster level 23rd). Non-mythic creatures grappled by these black tentacles take 2 points of ability damage to a random ability score (DC 30 Fortitude half ) each round at the end of their turn. Creatures with the lawful subtype take ability drain rather than ability damage, while creatures with the chaotic subtype are immune.

The mythic keketar’s arrival at its destination creates an inversion shockwave as reality rebounds, affecting all creatures within 20 feet of the mythic keketar as an awesome blow combat maneuver, forcing them away from the keketar if the maneuver succeeds. Non-chaotic creatures within 20 feet of the keketar when it arrives are also confused (if lawful) or staggered (if neutral) for 1d4 rounds (DC 30 Will negates). The save DC is Constitution-based.

Warpwave (Su) A creature struck by a keketar’s claw or bite must make a DC 30 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.
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