Pathfinder RPG: Bladecypher Protean
When it comes to outsiders, proteans are an interesting addition. In a game that is frequently a game of good and evil, proteans are neither. Infact, they are defined as chaos incarnate. That is their hook. Proteans are to destroy and remove all semblance of order to reality.
When I first wrote the bladecypher, there were only few proteans created. So I wanted a powerful force for nothingness for the players to face. My first thought was that it should be able to unmake just about anything in a certain range. Not only that, they should make lawful creatures pay just for the insult of being near the protean. That was the original concept of the bladecypher. I hope you enjoy it.
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This flying creature’s body is covered with enormous plates resembling an exoskeleton. Long blades extend from several of its fingers and its head appears to be the skull of a terrifying demon.
Bladecypher CR 20
CN Huge outsider (chaotic, extraplanar, protean, shapechanger)
Init +8; Senses blindsense 120 ft., darkvision 60 ft., detect law; Perception +41
Aura lawbane aura (60 ft.)
AC 37, touch 17, flat-footed 28 (+8 Dex, +1 dodge, +20 natural, –2 size)
hp 396 (24d10+264); fast healing 15
Fort +25, Ref +22, Will +18
Defensive Abilities amorphous anatomy, freedom of movement; DR 15/epic and lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 36
Speed fly 80 ft. (perfect), swim 80 ft.
Melee 2 bladeclaws +29 (2d8+7/17–20 plus 4d6 chaotic), bite +29 (2d6+7 plus 2d6 bleed and warpwave), tail +27 (2d6+3 plus grab)
Ranged disintegrating ray +30 touch (25d6)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d6+3)
Spell-Like Abilities (CL 21st; concentration +25)
Constant—detect law, tongues
At will—chaos hammer (DC 18)
3/day—dispel law (DC 19), quickened chaos hammer (DC 18), summon (level 7, 1d4 imentesh B2 80%)
1/day—cloak of chaos (DC 22, self only), summon (level 8, bladecypher 60%)
Str 24, Dex 26, Con 32, Int 16, Wis 30, Cha 18
Base Atk +24; CMB +33 (+37 grapple); CMD 52
Feats Ability Focus (disintegrating ray), Alertness, Combat Expertise (–7/+7), Combat Reflexes, Critical Focus, Dodge, Greater Feint, Improved Critical (bladeclaw), Improved Feint, Magical Aptitude, Multiattack, Quicken Spell-like Ability (chaos hammer)
Skills Bluff +31, Fly +12, Intimidate +31, Knowledge (arcana, planes) +30, Perception +41, Sense Motive +41, Spellcraft +34, Stealth +27, Swim +15, Use Magic Device +35
Languages Abyssal, Protean; telepathy 100 ft., tongues
SQ change shape (greater polymorph)
Environment any (Limbo)
Organization solitary, pair, disruption (3–5)
Bladeclaw (Su) This primary natural weapon deals extra chaotic damage equal to 4d6 to lawful creatures and 2d6 to neutral creatures. No extra damage is dealt to chaotic creatures. A bladeclaw threatens a critical hit on a 19–20.
Disintegrating Ray (Su) Once every 1d4 rounds, a bladecypher can release a thin green ray as a standard action. Upon a successful touch attack against a target within 300 feet, the target sustains 25d6 points of damage. If the target is killed with a disintegrating ray, it is reduced to a fine dust. A disintegrating ray affects living creatures and objects, including those composed entirely of force, such as a wall of force. A successful Fortitude save (DC 28) reduces this damage to 10d6. The save DC is Charisma-based.
Lawbane Aura (Su) All lawful creatures within 60 feet of a bladecypher suffer 2d6 points of chaotic damage and are staggered for the round. A lawful creature that succeeds on a Fortitude save (DC 26) receives half damage and is not staggered. The save DC is Charisma-based.
If a keketar is a priest and prophet of primal chaos, then a bladecypher is a holy warrior and inquisitor. Cunning, dangerous and determined to put an end to all order, a bladecypher can cut lawful creatures to shreds in no time at all. It brings down all threats to the community, whether external or internal. What drives it forward, however, is making sure that worshippers of chaotic deities do not fall into a regular pattern, bringing order into their lives. The non-euclidean armored plates on its body keep it safe from most attacks and prevent non-epic weapons from dealing any substantial damage.
A bladecypher is constantly changing its height and weight, but it typically is between 12 and 15 feet tall and weighs between 7,000 and 15,000 pounds.