Species: Palagaia

A Palagir (PAL-uh-gir), with Palagir being the singular form of Palagaia, is mistaken for many things, but fortunately, that's kind of the point. These feline beings are native to the frigid south of the Grand Duchy, where ambush and patience are paramount to survival. With their thick, long white fur, these overfluffed beings can appear as any other snow drift, particularly if a fresh blanket of snow covers them. Warmed within their cloud-like cover, they can withstand bitter cold and lack of food for a weeks, if need be, by entering a semi-hybernation state. All but the eyes and primal instincts of the creature shut down until prey comes in range, at which point the body reawakens, injecting the muscles with energy born of anticipation and desperation.

The Palagaia (PAL-uh-gai-ah) are primarily cold-weather creatures. When in warmer weather, their normally puffed-out fur relaxes, making them look almost firbolg-like, excepting their feline features. It is for this reason that the species remains largely undiscovered. In the winter, they're practically invisible, and certainly imperceptible. In the summer, they're mistaken for something else entirely.

On the occasion that a Palagir is well-sated and in a comfortable space, they tend to carve ice, spin tales, and mix potions. None of these quite qualify for a career, per se, as those that live in the cold lands merely care about subsistence, and their other hobbies are less than accessible to those in warm climes. Ice carving is too ephemeral for sale, melting quickly in the warm northern lands. Palagaia stories follow patterns and structures that are entirely alien to most other species, and those that hear them generally walk away feeling like they heard and outlandish account of very little happening. And their potions are made for metabolisms either faster than most other creatures (besides Torrines) or far, far slower than other creatures (besides Tortles, or perhaps an especially relaxed Bugbear). So, when a Palagir finds themselves in the cities, they generally tend towards simple manual labor, or might even apprentice as an alchemist, though the learning curve is sharp.

Why should you play a Palagir? Ambush predators are fun, especially if they're big and boofy. I'm not saying you should pair this with Way of Shadows Monk, but it's not a bad call.

Related Documentation: Children of the Celestials

**Ability Score Increase.** Increase your Constitution ability score by 2, and increase your Dexterity ability score 1, or vice versa.

**Age.** Courtesy of their slow, patient lifestyle, a Palagir can live to be about 300 years old, and reaches full maturity by 25.

**Creature Type.** You are a Humanoid.

**Alignment.** Palagaia are typically neutral, but may tend towards good or evil facets of that neutral perspective.

**Size.** Your size is Medium or Small.

**Speed.** Your walking speed is 25 feet.

**Eyes of the Tundra.** You are resistant to cold damage, and have advantage on saving throws against being blinded.

**Ambush Hunter.** You have advantage on stealth checks if you do not move during your turn.

**Tail Sweep.** On a critical hit, you may make an additional attack roll with your tail, dealing 1d4+str bludgeoning damage on a hit. If you hit, you knock the target prone.

**Still and Patient.** You gain proficiency in one of the following skills of your choice: Stealth, Perception, Survival, Deception.

**Languages.** You speak Common and one other language of your choice.