Pelagastr TailCreature 3
Source Pathfinder Society Scenario #3-18: Dacilane Academy's Delightful Disaster
Perception +10 (darkvision, entropy sense (imprecise) 30 feet)
Languages Chthonian, Common, Empyrean, 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)
Resistances Precision 3, Protean Anatomy 6
Tail Slap
+10 (+5, +0) to hit (chaotic, magical, reach 10) 1d12+3 BludgeoningEntropy Sense (Imprecise) 30 feet (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 Veil of Privacy or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
Out of PhaseThe 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 untyped damage, and becomes Slowed 1 until it leaves the Woodsedge Lodge and returns to the Maelstrom.
Constant SpellsA 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 1A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Discordant Diversion
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 6 (divine)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
(1d6+3) bludgeoning, DC 17 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
(divine)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 | Off-Guard and gain 1d6 healing 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) |
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
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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
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.
MonitorCreatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
ProteanA family of monitors spawned within the Maelstrom, these creatures are guardians of disorder. They typically have darkvision, an amorphous anatomy, and abilities that create magical warpwaves.