Keketar

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

The Keketar is a Level 17 creature, with Armor Class 40 and 260 hit points. Keketars are the high-priest lords of the plane of chaos who wield the power of primordial chaos to reshape existence.

Keketar, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Hit Points: 260 (fast healing 10) 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) 60 feet (divine, prediction). A keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of Privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). 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 10. A monster with this ability regains the given number of Hit Points each round at the beginning of its turn. Protean Anatomy 25 (divine). A keketar's vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, they gain 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 their resistance changes to match that type), whichever comes first. The keketar is immune to polymorph effects unless they're a willing target. If Blinded or Deafened, the keketar automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. Reactive Strike (reaction). Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike. Spatial Riptide (aura, divine). 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is Stunned 1. Keketars are immune to this effect. Change Shape (1 action) (concentrate, divine, polymorph). The keketar can take the appearance of any Huge or smaller creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their 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). 1d10+15 bludgeoning, DC 42 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. Reshape Reality (concentrate, divine, polymorph). When the keketar casts Mirage, it infuses the illusion with quasi-real substance. Creatures that do not 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. Warpwave Strike (divine, polymorph). A creature struck by a keketar's jaws or claw Strike must succeed at a DC 36 Fortitude save or be subject to a Warpwave. Grab (1 action). Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Common Questions

How much HP does a Keketar have?

260 hit points.

What level is a Keketar?

Level 17.

What is a Keketar's Armor Class?

AC 40.

How fast can a Keketar move?

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

Use Keketar 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 Keketar 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 © 2024 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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