Archives of Nethys

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Source Bestiary 2 pg. 213
Beings of pure chaos, the serpentine proteans slither through the anarchic improbabilities of Limbo, remaking reality according to their whims. According to their own history, they were already here when the first gods pulled forth the other planes from raw chaos—and they have been battling against the indignity ever since. Hereditary and ideological enemies of Axis, Heaven, and Hell, and especially of the residents of those planes, all proteans see it as their sacred duty to return the bland, static expanses of mundane reality to the beautiful incongruities of Limbo, for the planes' own good and for the greater glory of their mysterious god, a dualistic deity which may be a living aspect of Limbo itself. They are Limbo's living, breathing immune system, rooting out infections of mundanity and replacing them with beautiful entropy.

Primeval in shape and philosophy, proteans are the race that most perfectly embodies the twin aspects of creation and destruction (although certain aeons might contest this claim). Even their language is mutable, evolving so quickly that few outsiders can understand it without magical aid. Ecological study is nearly impossible, as reproduction can take a wide variety of forms, from sexual union to fission to spontaneous generation. Despite their deceptively similar natural appearances, the two things that truly unify the protean race are slavish devotion to their strange god and a fervent desire for the dissolution of reality as we know it.

Proteans are organized into several sub-races or castes, each with its own individual abilities and roles. Other proteans than the four presented here doubtless exist, but they do not interact with other races nearly to the extent that these four types do.

Voidworms: Disowned by greater proteans, who find these tiny beings shameful, voidworms nevertheless retain all the characteristics of true proteans, and are frequently found swimming through Limbo in vast schools or serving as spellcasters' familiars.

Naunets: Possessing little in the way of culture, the powerful naunets are the most bestial of the true proteans, representing the lowest recognized caste. Naunets are the shock troops of the protean race, and patrol the borderlands between Limbo and other planes, seeking out lawful incursions and making daring, savage raids into the realms of their enemies.

Imenteshes: These cunning proteans seek to subvert the forces of order from within their own systems, whispering information and insinuations where they can do the most damage. Endlessly creative, they adore reforming the landscapes of Limbo to suit their fancies, but enjoy warping the vistas and creatures of other planes even more.

Keketars: Priest-kings and voices of Limbo itself, keketars rule their fellows in the name of their bizarre god. Though their forms are extremely mutable, keketars can always be recognized thanks to eyes that glow amber or violet and floating crowns of swirling and changing symbols that often appear above their heads. Organized into cabals called choruses, keketars seek only to understand and follow the will of entropy.

Protean Lords

While the keketars are the highest caste of the protean race, there exist a few scattered individuals who put even the mightiest chorus to shame. Equal in power to demon lords or empyreal lords, the beings known as protean lords are an enigma, far older than other proteans and perhaps spawned in a previous iteration of the multiverse or somewhere beyond the depths of Limbo. Disdaining direct leadership, protean lords act according to their own desires, occasionally appearing to advise their lesser kin or keep an inscrutable eye on entities whose powers rival their own.


Many proteans, particularly the imenteshes, have the ability to create and manipulate ripples in reality known as warpwaves. Yet even a protean can't predict what effects a warpwave might have. When a creature is affected by a warpwave, roll 1d20 and consult the table below to see what effect the entropic energies have.

d20Warpwave effect
1Target takes 2 Strength damage.
2Target takes 2 Dexterity damage.
3Target takes 2 Constitution damage.
4Target takes 2 Intelligence damage.
5Target takes 2 Wisdom damage.
6Target takes 2 Charisma damage.
7Target gains 1 negative level.
8Target is blinded or deafened for 1d4 rounds.
9Target is confused for 1d4 rounds.
10Target is entangled by filaments of energy for 1d4 rounds.
11Target becomes fatigued (or exhausted if already fatigued).
12Target becomes nauseated for 1d4 rounds.
13Target is stunned for 1d4 rounds.
14Target is sickened for 1d4 rounds.
15Target is staggered for 1d4 rounds.
16Target gains 4d6 temporary hit points.
17Target is affected by a heal spell (CL = protean's CR).
18Target is turned to stone.
19Target is affected by baleful polymorph (CL = protean's CR).
20Portions 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.

Creatures in "Protean" Category


Protean, Ourdivar

The upper body of this creature is that of a multicolored bestial humanoid, while its lower section ends in a serpentine tail.

Ourdivar CR 4

Source Bestiary 6 pg. 213, Pathfinder #92: The Hill Giant's Pledge pg. 86
XP 1,200
CN Large outsider (chaotic, extraplanar, protean, shapechanger)
Init +5; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10


AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 42 (5d10+15)
Fort +4, Ref +5, Will +6
Defensive Abilities amorphous anatomy, freedom of movement; Immune acid; Resist electricity 10, sonic 10; SR 15


Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
Melee slam +8 (1d6+4), tail slap +3 (1d8+2 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks adaptive strike, constrict (1d8+4), warpwave exit
Spell-Like Abilities (CL 5th; concentration +7)
3/day—color spray (DC 13)
1/day—dispel magic, rage


Str 18, Dex 13, Con 16, Int 11, Wis 15, Cha 14
Base Atk +5; CMB +10; CMD 21
Feats Combat Reflexes, Improved Initiative, Power Attack
Skills Bluff +10, Fly +15, Intimidate +10, Perception +10, Sense Motive +10, Stealth +5, Swim +12
Languages Abyssal, Protean
SQ change shape (humanoid or monstrous humanoid; polymorph)


Environment any (Maelstrom)
Organization solitary, pair, or breach (3–5)
Treasure none

Special Abilities

Adaptive Strike (Su) An ourdivar’s natural weapons count as chaotic and magical for the purpose of overcoming damage reduction. An ourdivar can change the physical shape of its slam attack to change the damage type it deals to bludgeoning, slashing, or piercing as a swift action.
Warpwave Exit (Su) An ourdivar that is killed or banished erupts in a wave of chaotic energy, affecting 1d4+1 non-protean corporeal creatures within 15 feet with a minor warpwave. Roll 1d10 and consult the following list for the effect it has on each creature. If a minor warpwave duplicates a spell effect, the caster level of that spell effect is equal to the ourdivar’s CR (CL 4th for the typical ourdivar). Targets can resist the warpwave’s effect with a successful DC 15 Fortitude save. The save DC is Constitution-based.
d10 Warpwave Effect
1 2 points of Str, Dex, or Con damage (random).
2 2 points of Int, Wis, or Cha damage (random).
3 Blinded or deafened (random) for 1d4 rounds.
4 Fatigued (or exhausted if already fatigued).
5 Target gains the effects of slow.
6 Target gains a +2 enhancement bonus to Strength, Dexterity, or Constitution (random) for 24 hours.
7 Target gains a +2 enhancement bonus to Intelligence, Wisdom, or Charisma (random) for 24 hours.
8 Target gains the effects of protection from law.
9 Target gains 3d6 temporary hit points.
10 Target gains the effects of haste.


Ourdivars are spontaneously formed when called forth via spells like lesser planar ally. They toil at the behest of their conjurer creators, acting as tools of chaos across the planes.

An ourdivar is 12 feet long and weighs 700 pounds.