Water Elemental Vessel

Level 16
Creature· aquaticUncommonLargeLegacy
AC
40
HP
225
Speed
35 ft.
Perception
+28
Fort
+30
Ref
+28
Will
+22
Immunities bleed, paralyzed, poison, sleep
Resistances fire 15
Languages aklo, common, thalassic
Skills athletics +32, stealth +32
Other Speeds swim 100 ft.
Recall Knowledge DC 37 (nature)

Attacks

Melee Wave +30 (reach 10 ft.), Damage 3d12+12 bludgeoning

Abilities

Spell Circleinteraction

By performing an hour-long ritual, an elemental vessel can form a spell circle with an arcane or primal spellcaster. After the spell circle is formed, other spellcasters can join the spell circle by performing the same hour-long ritual while assisted by at least one spellcaster already in the spell circle. Each member of the spell circle must contribute at least one spell to the elemental vessel. The spellcaster permanently loses access to a spell slot equal to the spell's rank and the elemental

Dispel Vulnerability

Whenever a creature successfully counteracts one of its spells, the vessel permanently loses access to that spell and takes damage equal to 4 × the spell's rank. The spell circle member who contributed that spell regains access to their contributed spell slot.

Inhabit Vessel

Any member of the elemental vessel's spell circle can spend 3 actions to mentally inhabit the vessel for 1 round. While they inhabit the vessel, the inhabiter controls the vessel's actions, and the vessel uses the inhabiter's Intelligence, Wisdom, and Charisma modifiers for all checks. Only one creature can inhabit an elemental vessel at a time.

Engulf◆◆

DC 35 reflex save, no damage, , Rupture 28


Internal Spell Strike

The elemental vessel targets an engulfed creature with one of its spells. The spell must have a range of touch.

Push 10 feet

Spellcasters create elemental vessels by harvesting raw elemental energy and then binding it within a specially enchanted magic circle to grant it life.