Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
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
Ability
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.
Ability
Critical Success
The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute.
Ability
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.
Ability
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).
Ability
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.
Ability
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.
Ability
Success
The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
tentacle +33 [+29/+25] (agile, magical, reach 20 feet), Damage 3d10+16 bludgeoning plus hallucinatory brine
Offense
Ranged
Circumstance: combat round (ranged)
water blast +33 [+28/+23] (brutal, magical, range increment 100 feet, water), Damage 2d8+16 bludgeoning plus hallucinatory brine
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
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.
Language
Aklo
Perception
darkvision
see invisibility
Resistance
cold 10
electricity 10
Weakness
fire 15