This glittering serpent’s body ends in a looping length of tail. Its scales glow softly in ever-changing patterns.
Pelagastr CR 8
AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
hp 105 (10d10+50); fast healing 5
Fort +10, Ref +13, Will +10
Defensive Abilities amorphous anatomy, freedom of movement, incorporeal; DR 5/lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 19
Speed fly 30 ft. (perfect)
Melee bite +16 touch (1d6), 2 claws +16 touch (1d4), tail slap +12 (1d6+6)
Special Attacks constrict (1d6+4), overshadowing ego, spirit coils, warpwave
Spell-Like Abilities (CL 10th; concentration +14)
Str —, Dex 23, Con 21, 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 +19, Bluff +23, Diplomacy +17, Fly +27, Knowledge (planes) +16, Perception +16, Perform (sing) +17, Sense Motive +16, Stealth +19 (+39 when motionless); Racial Modifiers +20 Stealth when motionless
Languages Common, Protean; comprehend languages
SQ blending scales, change shape (polymorph)
Change Shape (Su)
When a pelagastr changes shape, it remains incorporeal in its assumed form.
Overshadowing Ego (Su)
Once per round as a standard action, the pelagastr can merge its body with that of a corporeal creature.
This ability is similar to a greater possession spell (caster level equals the protean’s Hit Dice). 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. The save DC is Charisma-based.
Spirit Coils (Su)
A pelagastr’s bite and claw attacks resolve as touch attacks and deal force damage, but its tail slap attack resolves normally and deals bludgeoning damage, as the tail dips into reality when attacking; this also allows it to constrict and grapple foes. The pelagastr always adds 1-1/2 times its Charisma modifier to damage dealt by its tail slap and treats its Charisma score as its effective Strength score should its tail’s ability to lift or drag objects come into play.
A creature that takes damage from a pelagastr’s constrict ability must succeed at a DC 20 Fortitude save or be affected by a warpwave. To determine the effects of a pelagastr’s warpwave, roll 1d12 and consult the warpwave effect table. The save DC is Constitution-based.
Environment any (Maelstrom)
Organization solitary, pair, or convocation (3–6)
Just as other proteans delight in bringing change to subvert the awful stagnancy of the physical world, pelagastrs are dedicated to inviting chaos and freedom into the dull, stale lives of its inhabitants. Unrestrained by the limits of a physical body, they spy on private spaces and secrets, and hop from host to host to savor the strangeness of the physical world using as many senses as possible.
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.