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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
Vaspercham
Creature 17
CE
Huge
Aberration
Aquatic
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
tentacle +33 [
+29/+25
] (
agile
,
magical
,
reach 20 feet
),
Damage
3d10+16 bludgeoning plus hallucinatory brine
Ranged
water blast +33 [
+28/+23
] (
brutal
,
magical
,
range increment 100 feet
,
water
),
Damage
2d8+16 bludgeoning plus hallucinatory brine
Arcane 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
(
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
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.
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.