Vaspercham

Level 17
Creature· aberrationHugeRemaster
AC 41
HP 335
Speed 20 ft.
Fort +31
Ref +25
Will +32
Perc +30
Size Huge
Common
Resistances cold 10, electricity 10
Weaknesses fire 15
Spells
Arcane Innate Spells (DC 41, attack +33)
Languages aklo
Senses darkvision, see-invisibility
Speeds 20 ft., swim 50 ft.
Skills arcana +33, athletics +33, deception +31, intimidation +29
Recall Knowledge occultism DC 36

Attacks

Melee Tentacle +33/+29/+25(agile, magical, reach 20 ft.)
Damage: 3d10+16 bludgeoning
Effect: hallucinatory brine
Ranged Water Blast +33/+28/+23 (range 100 ft.)(brutal, magical, water)
Damage: 2d8+16 bludgeoning
Effect: hallucinatory brine

Abilities

Constant Spellsinteraction

A 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. Magicdefensive
Magic-Warping Auradefensive(arcane, aura)

30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a DC 37 will save. Critical Success The spell is unaffected, and the caster is temporarily immune to the magic-warping aura for 1 minute. Success The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it. Failure If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there's no other possible target within range or the spell has no target, the spell is disrupted. Critical Failure The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random.

Hallucinatory Brineoffensive(arcane, illusion, mental)

A creature hit by the vaspercham's Strikes or Mindwarping Tide must attempt a DC 38 fortitude save. On a failure, the creature is overwhelmed with phantasmal visions, becoming Confused for 1 round (1 minute on a critical failure).

Mindwarping Tideoffensive(concentrate)

The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot emanation must save against the vaspercham's hallucinatory brine.

Whipping Tentacles◆◆offensive

The vaspercham makes four tentacle Strikes, each against a different target. These attacks count toward the vaspercham's multiple attack penalty, but the multiple attack penalty doesn't increase until after the vaspercham makes all of their attacks.

Description

Vasperchams are aquatic horrors who delight in violence, lurking in the shallows near shorelines. Once a vaspercham settles on a home, they stubbornly stay there, regardless of any communities dwelling nearby. A vaspercham's physical might and magic-warping abilities make them incredibly hard to dislodge once entrenched. Vasperchams respond only to strength, so one must best them in combat to gain their begrudging cooperation. But once a vaspercham recovers their strength, they inevitably betray any temporary alliance.