Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 38, attack +30; 8th polar ray; 7th prismatic spray, volcanic eruption; 6th fireball, purple worm sting; 5th mariner's curse, wall of ice; 4th dimension door, wall of fire; 3rd earthbind, paralyze, vampiric touch; 2nd dispel magic, obscuring mist, touch of idiocy; 1st hydraulic push, shocking grasp, spider sting
Ability
Dispel Vulnerability
Whenever a creature successfully counteracts one of its spells, the vessel permanently loses access to that spell and takes damage equal to 4 × the spell's level. The spell circle member who contributed that spell regains access to their contributed spell slot.
Ability
Engulf
DC 35, no damage, Escape DC 35, Rupture 28
Ability
Inhabit Vessel
(mental) Any member of the elemental vessel's spell circle can spend 3 actions to mentally inhabit the vessel for 1 round. While they inhabit the vessel, the inhabiter controls the vessel's actions, and the vessel uses the inhabiter's Intelligence, Wisdom, and Charisma modifiers for all checks. Only one creature can inhabit an elemental vessel at a time.
Ability
Internal Spell Strike
The elemental vessel targets an engulfed creature with one of its spells. The spell must have a range of touch.
Ability
Spell Circle
(mental) By performing an hour-long ritual, an elemental vessel can form a spell circle with an arcane or primal spellcaster. After the spell circle is formed, other spellcasters can join the spell circle by performing the same hour-long ritual while assisted by at least one spellcaster already in the spell circle. Each member of the spell circle must contribute at least one spell to the elemental vessel. The spellcaster permanently loses access to a spell slot equal to the spell's level and the elemental vessel adds the contributed spell to its list of arcane innate spells (regardless of the spell's original type). An elemental vessel can be imbued with no more than three spells per spell level. If the elemental vessel is destroyed, all members of the spell circle regain the spell slots they contributed to the creature. The arcane innate spells shown below represent a typical spell list for an elemental vessel, but each elemental vessel is likely to have different spells depending on what its spell circle has contributed.
Offense
Melee
Circumstance: combat round (melee)
wave +30 [+25/+20] (reach 10 feet), Damage 3d12+12 bludgeoning plus Push 10 feet
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.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
bleed
paralyzed
poison
sleep
Language
Aklo
Aquan
Common
Resistance
fire 15