🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Pelagastr TailCreature 3


UniqueCNMediumMonitorProtean
Source Pathfinder Society Scenario #3-18: Dacilane Academy's Delightful Disaster
Perception +10 (darkvision, entropy sense (imprecise) 30 feet)
Languages Abyssal, Celestial, Common, Protean
Skills Athletics +10, Deception +10, Diplomacy +8, Religion +6, Stealth +11, Thievery +9
Str +3, Dex +4, Con +2, Int +3, Wis +1, Cha +3

AC 18; Fort +9; Reflex +11; Will +8; +1 Status to All Saves vs. Magic
HP 48 (fast healing 1)
Speed 25 feet (fly 10 feet)
Weaknesses Lawful 3
Resistances Precision 3, Protean anatomy 6

Tail Slap One Action +10 (+5, +0) to hit (chaotic, magical, reach 10) 1d4 Chaotic + 1d12+3 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Entropy Sense (Imprecise) 30 feet (divination, divine, prediction)

The pelagastr tail can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the pelagastr tail the ability to sense creatures within the listed range. A creature under the effects of Nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.

Out of Phase

The pelagastr tail weakens as the Lodge's connection to reality is reestablished by the Material Failsafe. The first time the failsafe is activated, the pelagastr tail loses the Discordant Diversion reaction. The second time the failsafe is activated, it loses the Constrict ability. The third time the failsafe is activated, the pelagastr tail loses fast healing, takes 3d6 damage, and becomes Slowed 1 until it leaves the Woodsedge Lodge and returns to the Maelstrom.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

+1 Status to All Saves vs. MagicFast Healing 1

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Discordant Diversion Reaction

Trigger A creature within 30 feet attempts to Communicate from Beyond.


Effect A shimmer of distracting chaos flashes out from the pelagastr tail. Unless the triggering creature succeeds at a DC 17 will save, the activity is disrupted.

Protean Anatomy (divine, transmutation)

A protean's vital organs shift and change shape and position constantly. Immediately after the protean 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 protean is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the protean automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Effect: Protean Anatomy

Constrict One Action

1d6+3 bludgeoning, DC 17 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 Lesser Warpwave One Action (divine, transmutation)

The pelagastr tail inflicts a lesser warpwave on a creature within 30 feet (DC 20 fortitude save to resist).


Lesser Warpwave Effect

D8 Lesser Warpwave Effect
1 Clumsy 1(Clumsy 2 on a critical failure)
2 Flat-Footed and gain 1d6 Hit Points
3 Dazzled
4 Enfeebled 1(Enfeebled 2 on a critical failure)
5 Immobilized by filaments of energy
6 Quickened(Step, Stride, or Strike only)
7 Slowed 1
8 Stupefied 1(Stupefied 2 on a critical failure)
Warping Squeeze (divine, transmutation)

Any creature damaged by the pelagastr tail's Constrict ability must succeed at a DC 20 fortitude save or be subject to a lesser warpwave.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Dancing Lights, Ghost Sound, Mage Hand
1st Level: Detect Alignment (At Will)(Lawful Only)
2nd Level: Telekinetic Maneuver
4th Level: Freedom of Movement (Constant)



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.