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Vaspercham

The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a vaspercham settles on a new 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, and many seaside communities have relocated after a vaspercham came calling. The monster responds only to strength, so one must best a vaspercham in combat to gain their begrudging cooperation. But once the creature recovers their strength, they inevitably betray any temporary alliance.

Recall Knowledge - Aberration (Occultism): DC 36

Elite | Normal | Weak

VasperchamCreature 17

CEHugeAberrationAquatic
Source Bestiary 2 pg. 279 2.0
Perception +30; darkvision, see invisibility
Languages Aklo
Skills Arcana +33, Athletics +33, Deception +31, Intimidation +29, Sea Lore +33
Str +8, Dex +4, Con +6, Int +8, Wis +5, Cha +6
AC 41; Fort +31, Ref +25, Will +32; +1 status to all saves vs. magic
HP 335; Resistances cold 10, electricity 10; Weaknesses fire 15
Magic-Warping Aura (arcane, aura, transmutation) 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 is 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.
Speed 20 feet, swim 50 feet
Melee Single ActionSingle Action tentacle +33 [+29/+25] (agile, magical, reach 20 feet), Damage 3d10+16 bludgeoning plus hallucinatory brineRanged Single ActionSingle Action water blast +33 [+28/+23] (brutal, magical, range increment 100 feet, water), Damage 2d8+16 bludgeoning plus hallucinatory brineArcane Innate Spells DC 41; 9th cone of cold, spell immunity; 8th lightning bolt; 7th regenerate; 6th spellwrack (x3); 5th control water (at will); Constant (7th) see invisibility
Hallucinatory Brine (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 Tide Single ActionSingle Action (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 Two ActionsTwo Actions 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.

Sidebar - Treasure and Rewards Forbidden Armor

After a devastating battle with a vaspercham, many legendary heroes have tried to forge armor or weapons from the magical shell of the sea beast, but all have failed because of the powerful curse that suffuses the opaline material. If one were able to dispel the curse of a vaspercham's shell - or somehow twist the curse to their own benefit - they would be able to craft an incredible suit of spell-reflecting plate mail.