Uncommon N Medium Beast
Senses Perception +10; tremorsense (imprecise) 10 feet, darkvision
Languages Common, Sylvan
Skills Acrobatics +13, Athletics +9, Deception +11, Diplomacy +11, Stealth +13, Survival +10
Str +3, Dex +5, Con +3, Int +0, Wis +2, Cha +3
AC 23; Fort +9, Ref +13, Will +10
HP 50; Weaknesses Sonic 5
Speed 40 feet
Melee jaws +13 (finesse, magical), Damage 2d6+7 piercing
Melee claw +13 (agile, finesse, magical), Damage 2d4+7 slashing
Jaunt (conjuration, move, primal, teleportation) The poracha teleports up to 40 feet. It must have line of sight to the space it teleports to. It can’t use Jaunt again for 1d4 rounds.
Object Meld (primal, transmutation) The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it’s inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what’s going on outside the object only using tremorsense. The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed.
Porachas are feline beasts native to mystical forests. In their natural form, these graceful eight-legged creatures sport a gray tabby coat of fur streaked with lines of olive green, but they are rarely seen this way. Even the youngest porachas are capable of hiding within objects, making them incredibly elusive and rarely seen except on their own terms. Because porachas can so effortlessly blend in with the forest and emerge from its dark corners in an instant, superstitious locals believe these beasts are related to kami—nature spirits who embody individual trees, stones, or other elements of nature in the Forest of Spirits. The truth is that while porachas frequently associate with kami, they are their own breed of mysterious monster with powers over time and space that set them apart from nature spirits.
The poracha’s most iconic feature is its ability to bend reality to teleport, or jaunt, short distances. But a poracha can also rest within objects, allowing it to safely sleep inside. Given that a poracha experiences time very slowly while hiding within objects, it can sleep inside of one for an extended period. Once it wakes, a poracha departs to play in the living world. Porachas especially enjoy resting inside roadside milestones, to maximize their chances of coming across travelers.
Porachas rarely tread humanoid-occupied lands, preferring the company of the kami and their natural habitat in the Forest of Spirits. Though they enjoy occasional conversation, they’re extremely sensitive to sound; they speak softly and request the same from those they speak with. Their territories span vast swaths of the wood, making them ideal allies for hunters or treasure seekers who would otherwise become lost in the dense trees. But porachas are nothing if not fickle, and typically demand inscrutable favors in return for their aid, such as the planting of a rare sapling in a particular grotto or the clearing of an invasive monster species around a treasured spring. Any attempt to coerce or trick a poracha into service is ill advised, for these sacred beasts have many friends among the kami as well as others of their kind.
Though they generally don’t travel in groups, porachas know where to find more of their kind in times of need, and an organized pack of porachas is a disorienting threat.
Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves.
When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.
||Clumsy 2 (3 on a critical failure)
||Confused and gains 4d6 temporary Hit Points
||Dazzled (permanent on a critical failure)
||Enfeebled 2 (3 on a critical failure)
||Immobilized by filaments of energy
||Quickened (Stride, Strike, or Step only)
||Stupefied 2 (3 on a critical failure)