Protean Scourge (CR 12)
AC: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
Hit Dice: 13d8+52 (110 hp); DR: 10/silver
Fort +8, Ref +13, Will +12
Speed: 40 ft., climb 10 ft.
Space: 5 ft./5 ft.
Base Attack +13; Grapple +18
Attack: Claw +18 melee or scythe +18 melee
Full Attack: 2 claws +18 melee and gore +16 melee; or scythe +18/+13/+8 melee and gore +16 melee
Damage: Attack: Claw 2d6+5 or Powerful Charge 2d6+5 plus 1d8, scythe 2d4+7/x4 or Powerful Charge 2d4+7/x4 plus 1d8; Full attack: claw 2d6+5, gore 1d8+2, scythe 2d4+7/x4
Special Attacks/Actions: Spells, split
Abilities: Str 20, Dex 17, Con 19, Int 14, Wis 14, Cha 19
Special Qualities: Change shape, immunity to petrification and poison, resistance to cold 10 and electricity 10, SR 24
Feats: Improved Initiative; Improved Natural Attack (claws); Iron Will; Lightning Reflexes; Multiattack; Powerful Charge
Skills: Bluff +18, Climb +13, Concentration +20, Diplomacy +7, Disguise +8 (+10 acting)*, Escape Artist +11, Gather Information +9, Intimidate +15, Sense Motive +6, Spot +14, Use Rope +3 (.s-5 with bindings), and listen +14
Advancement: By character class
Climate/Terrain: Temperate plains
Monster Manual III
A protean scourge strikes from the shadows, using its magic to lead its opponents into traps or separate them into easily slaughtered smaller groups. Once it is ready to strike, a protean scourge uses its claws or its scythe and horns to gouge a foe. A protean scourge's deadliest surprise only becomes apparent when it has been damaged in battle: It splits into two protean scourges, each one with the strength and capabilities of a normal protean scourge. Many an unknowing foe has seen a protean scourge use this ability and assumed it to be some other illusion, only to learn too late how real the double really is.
Spells: Protean scourges cast spells as 8th-level sorcerers. They generally favor illusion and transmutation magic over other schools.
Typical Sorcerer Spells Known (6/7/7/6/4): 0 - acid splash (+16 ranged touch), dancing lights, daze (DC 14), detect magic, ghost sound (DC 14), mage hand, open/close, prestidigitation; 1st - charm person (DC 15), color spray (DC 15), mage armor, ray of enfeeblement (+16 ranged touch), ventriloquism (DC 15); 2nd - mirror image, scorching ray (+16 ranged touch), spider climb; 3rd - displacement, haste; 4th - greater invisibility.
Split (Su): When damaged, a protean scourge splits into two identical versions of itself. This ability is not an illusion; each new protean scourge is fully capable of dealing real damage and poses a real threat. Each version of the protean scourge has all the current statistics and access to all the current abilities of a single creature, including any remaining uncast spells. However, any spells cast by either split protean scourge come from the total pool of remaining available spells. So, the two versions share access to remaining spells; each does not get its own spell list or spells per day. Neither half of the protean scourge can change shape as long as the creature remains split.
Each version has the protean scourge's current hit point total (they do not split remaining hit points), and both versions of the protean scourge must be slain to kill the creature.
The split protean scourges can recombine into a single creature in a process that takes 1 minute. While it recombines, the protean scourge is helpless.
Change Shape (Su): A protean scourge can assume the shape of any Medium humanoid. In humanoid form, a protean scourge loses its natural attacks. A protean scourge can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a protean scourge reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Skills: A protean scourge has a +8 racial bonus on Climb checks and can always take 10 on Climb checks, even when rushed or threatened. Protean scourges also have a +4 racial bonus on Bluff, Disguise, Intimidate, Listen, and Spot checks. When using its change shape ability, a protean scourge gets an additional +10 circumstance bonus on Disguise checks.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.