(Illustration by Roberto Pitturru comes from the
PathfinderWiki and is © Paizo Publishing.)
The serpentine proteans are chaos incarnate—so much so that
they can change their shape, their vital organs shift around constantly, they
can just regrow new sensory organs, they are in constant flight, they are
always under the effects of a freedom of
movement spell, and many of them cause warpwaves that ripple through and
twist reality itself. But at least
they’re bound by some basic laws of corporeal existenoh God there’s an incorporeal version isn’t there?
So, welcome to the pelagastr! And it gets worse, because these creatures, while not being
part of material existence, delight in it—the Material Plane in
particular—dipping their limbs into reality to smack adventurers around or magic jar-ing themselves into humanoids
to wear their skins for a while, just for kicks. They are natural spies and investigators, and
unlike other proteans seem to originate directly from the Maelstrom itself,
rather than promotion/evolution through the protean caste structure. So even for creatures of chaos, pelagastrs
are…chaotic.
If you’re looking for more on pelagastrs, definitely check
out Pathfinder Adventure Path #99: Dance
of the Damned, which has room for far more lore (as well as teasing a possible
pelagastr master) than the Bestiary 6
write-up. But in the meantime, here are
some adventure hooks to get you started:
Efreet loathe pelagastrs
for the disorder the cause—and the plans they ruin with their incessant spying
and possession. Five maliks known as the
Fist organize a pelagastr hunt every year.
The prize, a unique statue carved of ruby, is worth a fortune in and of
itself, or it may be exchanged for a favor from one of the five fearsome lords.
The Anchored Isles
are a chain (literally, thanks to adamantine fetters of extreme size and age)
of floating earthbergs hovering where the Planes of Earth and Chaos intersect
the Plane of Air. Here the artists and aesthetes from the Circum Sensoria allow
pelagastrs to ride their bodies, unlocking the doors of perception for both
parties. But when a clique of pelagastrs
begins a new fad of riding mortals into the experience of death, adventures
must step in to separate the sense-mad participants.
The Snallygaster
& The Pelagastr isn’t a sign you’d see above most public houses—but
then again, Cardumond, with its cosmopolitan society and no less than three
magic colleges, is no ordinary city. And
things are about to get even more unusual for the tavern. Earlier this week, a pelagastr (a recent escapee
from the university’s Hall of Conjuring) chanced upon the pub. Delighted by the
sign outside, the pelagastr has decided that, now that he’s arrived, all that’s
lacking is a snallygaster or two…and he his currently herding two giant
specimens toward the tavern at this very moment.
—Pathfinder Adventure
Path #99 88–89 & Pathfinder
Bestiary 6 214
My notes for the first draft of this post references a Snail
Mail video where Lindsey name-checks my radio station—the link to which has long since vanished. Oh, and it references me not doing my show
the night before…because of snow.
Also the saved file dates from January 30.
I…yeah, I should really post more often, huh?
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