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Protean, Pelagastr

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This glittering serpent's body ends in a tangled, looping length of tail. Its scales glow softly in ever-changing patterns.

Pelagastr Protean CR 8

XP 4,800
CN Medium outsider (chaotic, extraplanar, incorporeal, protean, shapechanger)
Init +10; Senses blindsight 30 ft., darkvision 60 ft., detect law; Perception +16

DEFENSE

AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
hp 85 (10d10+30); fast healing 5
Fort +8, Ref +13, Will +10
Defensive Abilities amorphous anatomy, freedom of movement, incorporeal; DR 5/lawful; Immune acid, polymorph; Resist electricity 10, sonic 10

OFFENSE

Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
Melee bite +16 (1d4), tail slap +12 (1d6 plus grab)
Special Attacks constrict (1d6), overshadowing ego, spirit coils, warpwave
Spell-Like Abilities (CL 10th; concentration +14)

Constantcomprehend languages, detect law
At willdispel magic, greater teleport (self plus 50 lbs. of objects only), mage hand
3/dayhypnotic pattern (DC 17), pilfering hand
1/daychaos hammer (DC 18)

STATISTICS

Str —, Dex 23, Con 17, Int 16, Wis 16, Cha 19
Base Atk +10; CMB +16 (+20 grapple); CMD 30 (can't be tripped)
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Skill Focus (Bluff), Weapon Focus (tail slap)
Skills Acrobatics +16, Bluff +23, Diplomacy +17, Fly +22, Knowledge (planes) +16, Perception +16, Perform (sing) +17, Sense Motive +16, Stealth +19, Swim +16
Languages Common, Protean; comprehend languages
SQ blending scales, change shape (polymorph)

SPECIAL ABILITIES

Blending Scales (Ex)

A pelagastr has bioluminescent scales that either reflect its emotions or blend into its environment. So long as it remains motionless, a pelagastr gains a +20 racial bonus on Stealth checks. It can suppress or resume this ability as a free action.

Overshadowing Ego (Su)

Once per round, the pelagastr can merge its body with that of a corporeal creature.

This ability is similar to a magic jar spell (the caster level equals the protean's number of Hit Dice), except that it does not require a receptacle. To use this ability, the pelagastr must be adjacent to the target. The target can resist the attack with a successful DC 19 Will save. A creature that successfully saves is immune to that same pelagastr's overshadowing ego for 24 hours.

Spirit Coils (Su)

A pelagastr can dip its long tail into reality, allowing it to attack corporeal creatures using its tail slap, grab, and constrict abilities. It can suppress or resume this ability as a swift action, and suppressing it causes the pelagastr to immediately release any corporeal creature it is grappling. A pelagastr's tail can lift or manipulate a maximum of 5 pounds of solid matter.

Warpwave (Su)

A creature that takes damage from a pelagastr's constrict attack must succeed at a DC 19 Fortitude save or be affected by a warpwave. To determine the effects of a pelagastr's warpwave, roll a d12 and consult the warpwave effect table to see what effect its entropic energies have. The save DC is Constitution-based.