Vaspercham

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

Attacks

Melee Tentacle +33 (agile, magical, reach 20 ft.), Damage 3d10+16 bludgeoning
Melee Water Blast +33 (brutal, magical, water), Damage 2d8+16 bludgeoning

Abilities

Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Magic-Warping 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

Hallucinatory Brine

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 Tide

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◆◆

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.

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.