The qallupilluk is another
monster that manages to capture the uniqueness of its folkloric source material
and still be awesome at the table.
How? Easy: the Curse of Scales (Su) ability. If it grapples you for three straight rounds,
make a Fortitude save or turn into an aquatic monster devoted to the monstrous
humanoid.
It gets better. If the qallupilluk succeeds in a certain
dangerous ritual, the change is permanent.
That’s at once both
magical from a storytelling perspective and totally terrifying at the gaming table. Being grappled always sucks (that’s why my
eldritch knight is a fan of flying), but the risk of transformation raises the
stakes almost as badly as being swallowed whole does. If a PC gets transformed, the rest of the party
has the tactical problem of defeating the ravening reefclaw or bunyip in their
midst without killing him, and of detaining the monster so the victim isn’t
underwater when the change wears off.
And if the qallupilluk lures the PC away, suddenly what was an ordinary
encounter becomes a ticking clock adventure, because the sea witch only needs
10 minutes and 30 hit points to make a permanent slave out of her besotted
servitor.
Other things to
note: Qallupilluks have got the usual hag-like mix of enchantment, divination,
and nature spells to marshal. They're
child stealers, so defeating one is pretty much always a good thing. They treat their transformed slaves as children
and then lovers, which is just icky (and ichthy). And in their original description (from Pathfinder Adventure Path #51: The Hungry
Storm), they hate mirrors—a nice folkloric hook for drawing out or enraging
a qallupilluk—but they will honor bargains made in good faith.
All in all, a really creepy monster, and one that works
perfectly well outside its arctic setting.
If you think the qallupilluk is
terrifying in the frozen North, imagine one in the service of Dagon beneath a
populated city…
Adventurers come
across a strange festival where the locals are breaking bread with a truly
monstrous fish-woman. Their arrival—and
the insultingly reflective surfaces of their shiny metal gear—sends the beast
to flight, and it attempts to snatch a child or two along the way. The yearly festival is part of a
long-standing agreement between the qallupilluk
and the igloo-dwelling villagers—so long as she is invited, she searches
elsewhere for her mates. But the
presence of outsiders is a breach of the contract, and now the villagers blame
the adventurers, not the monster, for the kidnapping.
The magic of the ice
elves is failing. Inside their
ice-crystal domes, their weather magic has grown erratic. Beneath, they face assaults from tunneling
saltwater merrows, reefclaws, and scrags that pop up through the ice to hunt
and slay. Some desperate elves are
willing to do anything to save their cities, including negotiating with qallupilluks who can both protect their fragile
borders and peer into the gloomy future…even if it means giving up their
children.
A town has long been in the thrall of cultists of Dagon.
Subtle signs are everywhere, from the number of children born as gillmen
to the secret dancing circles that spring up on stormy nights. Some of these are led by a qallupilluk, and the townsfolk regard an hour
spent dancing in the form of a reefclaw or a grindylow as a sign of Dagon’s
favor. They are also eager to offer up
strangers to the monstrous humanoid—be they males or meals—and these
transformations are not temporary…
—Pathfinder Adventure
Path #51 88–89 & Pathfinder
Bestiary 4 224
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