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VasperchamCreature 17


HugeAberrationAquatic
Source Pathfinder Monster Core 2
Perception +30 (darkvision, see invisibility)
Languages Aklo
Skills Lore +33, Arcana +33, Athletics +33, Deception +31, Intimidation +29
Str +8, Dex +4, Con +6, Int +8, Wis +5, Cha +6

AC 41; Fort +31; Reflex +25; Will +32; +1 status to all saves vs. magic
HP 335
Speed 20 feet (swim 50 feet)
Weaknesses Fire 15
Resistances Cold 10, Electricity 10

Tentacle One Action +33 (+29, +25) to hit (agile, magical, reach 20) 3d10+16 Bludgeoning
Water Blast One Action +33 (+28, +23) to hit (brutal, magical, water) 2d8+16 Bludgeoning

Constant Spells

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. MagicMagic-Warping Aura (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 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 One 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 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.


Arcane Innate Spells (DC 41, +33 to hit)

2nd Level: See the Unseen (Constant)
3rd Level: Lightning Bolt
4th Level: Dispelling Globe
5th Level: Control Water (At Will), Howling Blizzard
6th Level: Spellwrack
7th Level: Regenerate


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.