Izfiitar

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.

The Izfiitar is a Level 20 creature, with Armor Class 44 and 360 hit points. The izfiitar is a shifting agent of chaos that manipulates the threads of probability to rewrite its surroundings.

Izfiitar, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Hit Points: 360 (fast healing 20) Saving Throws: +1 status to all saves vs. magic Telepathy 100 feet (aura, magical, mental). A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. Entropy Sense (Imprecise) 120 feet (divine, prediction). A Izfiitar can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the izflitar the ability to sense creatures within the listed range. The izflitar's entropy sense doesn't detect creatures under the effects of Veil of Privacy or that are otherwise shielded from divinations and predictions. Constant Spells. A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires. +1 Status to All Saves vs. Magic Fast Healing 20. A monster with this ability regains the given number of Hit Points each round at the beginning of its turn. Kiss of the Speakers (divine). The izfiitar continuously tinkers with the myriad possibilities in which it can move or manipulate magic. The izfiitar is always Quickened and can use the extra action only to Step, Stride, or as part of Casting a Spell. Prescient Revision (reaction) (divine, fortune). Trigger The izfiitar fails a check. Effect The izfiitar rerolls the triggering check and takes the better result. For 1d4 rounds, it loses the effects of Kiss of the Speakers and can't use Reshape Reality. Protean Anatomy 25 (divine). A izfiitar's vital organs shift and change shape and position constantly. Immediately after the izfiitar takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The izfiitar is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the izfiitar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. Change Shape (1 action) (concentrate, divine, polymorph). The izfiitar takes the appearance of any Huge or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block. Constrict (1 action). 2d8+17 bludgeoning damage, DC 44 basic Fortitude save. The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. Greater Warpwave Strike (divine). Any creature struck and damaged by an izfiitar's jaws or claw Strike must succeed at a DC 42 Fortitude save or be subject to a particularly powerful Warpwave. Roll twice and apply both affects, rerolling any duplicates. Reshape Reality (divine, polymorph). When the izfiitar casts Mirage, it infuses the illusion with quasi-real substance. Creatures that don't disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. Storm of Claws (2 actions). The izfiitar makes up to six claw Strikes, each against a different target. Improved Grab (free action). Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Common Questions

How much HP does an Izfiitar have?

360 hit points.

What level is an Izfiitar?

Level 20.

What is an Izfiitar's Armor Class?

AC 44.

How fast can an Izfiitar move?

Speed 40 ft., fly 50 ft., swim 40 ft., unfettered movement.

Use Izfiitar at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Izfiitar into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core 2 © 2025 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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