Vaspercham
Creature 17 — aberration, aquatic
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
Source: pathfinder-monster-core-2
Perception +30
Skills arcana +33, athletics +33, deception +31, intimidation +29
Str
+8
Dex
+4
Con
+6
Int
+8
Wis
+5
Cha
+6
AC 41
Fort +31
Ref +25
Will +32
HP 335
Resistances cold 10, electricity 10
Weaknesses fire 15
Speed 20 feet, swim 50 feet
Offense
Melee Tentacle +33, Damage 3d10+16 bludgeoning
Ranged Water Blast +33, Damage 2d8+16 bludgeoning
Abilities
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Magic-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 (concentrate) — The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot type: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.
Spells
Regenerate (rank 7)
Spellwrack (rank 6)
Control Water (At Will) (rank 5)
Howling Blizzard (rank 5)
Dispelling Globe (rank 4)
Lightning Bolt (rank 3)
See the Unseen (Constant) (rank 2)
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