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From Pathfinder #162: Ruins of the Radiant Siege, which isn't enabled.

Overdrive Imentesh

CREATURE 17
Perception +29; darkvision; entropy sense (imprecise) 60 feet
Languages Chthonian, Empyrean, Protean; tongues
Skills Acrobatics +28, Athletics +30, Deception +32, Diplomacy +30, Performance +32, Stealth +32, Thievery +28
Str +9, Dex +6, Con +6, Int +9, Wis +5, Cha +6
Entropy Sense (Imprecise) 60 feet (divine, prediction)

An overdrive imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the overdrive imentesh the ability to sense creatures within the listed range.

The overdrive imentesh'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.


AC 40; Fort +31, Ref +29, Will +27; +1 status to all saves vs. magic
HP 315, fast healing 10; Resistances precision 14, protean anatomy 19
+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 19 (divine)

A overdrive imentesh's vital organs shift and change shape and position constantly.

Immediately after the hegessik 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 overdrive imentesh is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the overdrive imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Effect: Protean Anatomy


Speed 25 feet, fly 25 feet, swim 25 feet
Melee Jaws +33 (magical, reach 10, unarmed), Damage 3d10+16 piercing plus 1d6 spirit plus Warpwave Strike
Melee Claw +33 (agile, magical, reach 10, unarmed), Damage 3d6+16 slashing plus 1d6 spirit
Melee Tail +33 (chaotic, magical, reach 15), Damage 3d10+16 bludgeoning plus 1d6 spirit plus Grab
Divine Innate Spells DC 38, attack +30; 9th Dispel Magic, Unfathomable Song, Divine Wrath; 7th Haste; 6th Slow; 5th Creation, Dimension Door, Shatter; 4th Dimension Door (At Will); 3rd Mending, Shrink Item; 1st Detect Alignment (At Will) (Lawful Only); Constant (5th) Tongues; Constant (4th) Freedom of Movement
Change Shape (concentrate, divine, polymorph)

The imentesh takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but it 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

2d10+16 bludgeoning damage, DC 38 basic Fortitude


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.

Inflict Warpwave (divine)

An imentesh inflicts a Warpwave on a creature within 100 feet (DC 38 Fortitude to resist).

Sneak Attack

An imentesh's Strikes deal an additional 4d6 precision damage to Off-Guard targets.

Warpwave Strike (divine)

Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 38 Fortitude save or be subject to a Warpwave.

Grab

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.

Pathfinder #162: Ruins of the Radiant SiegeOGL