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Vaspercham

Creature 17 — aberration, aquatic

AnvilSnareLANDAQUATICaberrationaquaticarcane

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; 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
Speed 20 feet, swim 50 feet

Offense

Melee Tentacle (agile, magical, reach-20) +33, Damage 3d10+16 bludgeoning plus Hallucinatory Brine
Ranged Water Blast (brutal, magical, water) +33, range increment 100 feet, Damage 2d8+16 bludgeoning plus Hallucinatory Brine

Abilities

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. 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 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.
Arcane Innate Spells DC 41, attack +33
7th Regenerate
6th Spellwrack (×3)
5th Control Water (At Will), Howling Blizzard
4th Dispelling Globe
3rd Lightning Bolt
2nd See the Unseen (Constant)

WORKS WELL WITH

SniperLAND / AQUATICA ranged striker can keep dealing damage from outside the reach threat while this bulky aberration commands the front line.
FlankerLAND / AQUATICA mobile skirmisher can exploit targets left Confused or off-balance by the aberration's hallucinatory effects before they recover.
WeaverLAND / AQUATICAn additional caster layering further save-based effects compounds the pressure created by the aberration's own aura and tide.

PUNISHES

✖ clumping✖ spellcasting reliance✖ low Fortitude
Avoid stacking another high-HP frontline bruiser; the encounter budget is already spent on one damage sponge with strong reach control.
Works well with · Punishes · Pairing advice Unlock with Tactics

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