Vaspercham.json 13 KB

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  1. {
  2. "ac": 41,
  3. "alignment": "CE",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 6,
  7. "constitution": 6,
  8. "creature_ability": [
  9. "Magic-Warping Aura",
  10. "Hallucinatory Brine",
  11. "Mindwarping Tide",
  12. "Whipping Tentacles"
  13. ],
  14. "creature_family_markdown": "",
  15. "dexterity": 4,
  16. "exclude_from_search": false,
  17. "fortitude_save": 31,
  18. "hp": 335,
  19. "hp_raw": "335",
  20. "id": "creature-846",
  21. "image": [
  22. "/Images/Monsters/Vaspercham.png"
  23. ],
  24. "intelligence": 8,
  25. "language": [
  26. "Aklo"
  27. ],
  28. "language_markdown": "[Aklo](/Languages.aspx?ID=13)",
  29. "level": 17,
  30. "markdown": "<title level=\"1\" pfs=\"Standard\">[Vaspercham](/Monsters.aspx?ID=846)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nThe darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a vaspercham settles on a new 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, and many seaside communities have relocated after a vaspercham came calling. The monster responds only to strength, so one must best a vaspercham in combat to gain their begrudging cooperation. But once the creature recovers their strength, they inevitably betray any temporary alliance.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Aberration](/Rules.aspx?ID=563)**\r\n([Occultism](/Skills.aspx?ID=11)): DC 36\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 34\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 31\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Vaspercham.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 17\">[Vaspercham](/Monsters.aspx?ID=846)</title>\r\n\r\n<traits>\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n<trait label=\"Aquatic\" url=\"/Traits.aspx?ID=168\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 279 <sup>2.0</sup></row>\n\n**Perception** +30; [darkvision](/MonsterAbilities.aspx?ID=12), [_see invisibility_](/Spells.aspx?ID=271)\r\n\r\n**Languages**\r\n[Aklo](/Languages.aspx?ID=13)\r\n\r\n**Skills**\r\n[Arcana](/Skills.aspx?ID=2) +33, [Athletics](/Skills.aspx?ID=3) +33, [Deception](/Skills.aspx?ID=5) +31, [Intimidation](/Skills.aspx?ID=7) +29, [Sea Lore](/Skills.aspx?ID=8) +33\r\n\r\n<row gap=\"medium\">\r\n**Str** +8\r\n\r\n**Dex** +4\r\n\r\n**Con** +6\r\n\r\n**Int** +8\r\n\r\n**Wis** +5\r\n\r\n**Cha** +6\r\n</row>\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 41 \r\n\r\n**Fort** +31 \r\n\r\n**Ref** +25 \r\n\r\n**Will** +32 \r\n\r\n+1 status to all saves vs. magic\r\n</row>\r\n\r\n**HP** 335\n\n**Resistances**\r\ncold 10, electricity 10\r\n\r\n**Weaknesses**\r\nfire 15\r\n\r\n**Magic-Warping Aura** ([arcane](/Traits.aspx?ID=11), [aura](/Traits.aspx?ID=206), [transmutation](/Traits.aspx?ID=157)) 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. <br />**Critical Success** The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute. <br />**Success** The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it. <br />**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. <br />**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.\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 20 feet, swim 50 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\ntentacle +33 ([Agile](/Traits.aspx?ID=170), [Magical](/Traits.aspx?ID=103), [reach 20 feet](/Traits.aspx?ID=192)),\r\n**Damage** 3d10+16 bludgeoning plus hallucinatory brine\r\n\r\n**Ranged**\r\n<actions string=\"Single Action\" />\r\nwater blast +33 ([Brutal](/Traits.aspx?ID=249), [Magical](/Traits.aspx?ID=103), [range increment 100 feet](/Traits.aspx?ID=248), [Water](/Traits.aspx?ID=165)),\r\n**Damage** 2d8+16 bludgeoning plus hallucinatory brine\r\n\r\n**Arcane Innate Spells** DC 41\r\n- **5th**\r\n[Control Water](/Spells.aspx?ID=51) (at will)\r\n- **6th**\r\n[Spellwrack](/Spells.aspx?ID=298) (x3)\r\n- **7th**\r\n[Regenerate](/Spells.aspx?ID=248)\r\n- **8th**\r\n[Lightning Bolt](/Spells.aspx?ID=172)\r\n- **9th**\r\n[Cone of Cold](/Spells.aspx?ID=47), [Spell Immunity](/Spells.aspx?ID=296)\r\n- **Constant (7th)**\r\n[See Invisibility](/Spells.aspx?ID=271)\r\n\r\n**Hallucinatory Brine** ([Arcane](/Traits.aspx?ID=11), [Illusion](/Traits.aspx?ID=92), [Mental](/Traits.aspx?ID=106)) 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](/Conditions.aspx?ID=5) for 1 round (1 minute on a critical failure).\r\n\r\n**Mindwarping Tide** <actions string=\"Single Action\" /> ([Concentrate](/Traits.aspx?ID=32)) 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.\r\n\r\n**Whipping Tentacles** <actions string=\"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.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_5_TreasureAndRewards.png\">Forbidden Armor</title>\r\n\r\nAfter a devastating battle with a vaspercham, many legendary heroes have tried to forge armor or weapons from the magical shell of the sea beast, but all have failed because of the powerful curse that suffuses the opaline material. If one were able to dispel the curse of a vaspercham's shell - or somehow twist the curse to their own benefit - they would be able to craft an incredible suit of spell-reflecting plate mail.\r\n</aside>",
  31. "name": "Vaspercham",
  32. "npc": false,
  33. "perception": 30,
  34. "pfs": "Standard",
  35. "rarity": "common",
  36. "reflex_save": 25,
  37. "release_date": "2020-05-27",
  38. "resistance": {
  39. "cold": 10,
  40. "electricity": 10
  41. },
  42. "resistance_markdown": "cold 10, electricity 10",
  43. "resistance_raw": "cold 10, electricity 10",
  44. "search_markdown": "<traits>\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n<trait label=\"Aquatic\" url=\"/Traits.aspx?ID=168\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 279 <sup>2.0</sup></row>\n\n<row gap=\"medium\">\r\n**HP** 335\r\n\r\n**AC** 41\r\n\r\n**Fort** +31\r\n\r\n**Ref** +25\r\n\r\n**Will** +32\r\n\r\n**Perception** +30\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a …\r\n</summary>",
  45. "sense": " darkvision , see invisibility ",
  46. "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12), [_see invisibility_](/Spells.aspx?ID=271)",
  47. "size": [
  48. "Huge"
  49. ],
  50. "skill": [
  51. "Arcana +33",
  52. "Athletics +33",
  53. "Deception +31",
  54. "Intimidation +29",
  55. "Sea Lore +33"
  56. ],
  57. "skill_markdown": "[Arcana](/Skills.aspx?ID=2) +33, [Athletics](/Skills.aspx?ID=3) +33, [Deception](/Skills.aspx?ID=5) +31, [Intimidation](/Skills.aspx?ID=7) +29, [Sea Lore](/Skills.aspx?ID=8) +33",
  58. "source": [
  59. "Bestiary 2"
  60. ],
  61. "source_raw": [
  62. "Bestiary 2 pg. 279"
  63. ],
  64. "source_category": "Rulebooks",
  65. "source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 279 <sup>2.0</sup></row>",
  66. "speed": {
  67. "land": 20,
  68. "max": 50,
  69. "swim": 50
  70. },
  71. "speed_markdown": "20 feet, swim 50 feet",
  72. "speed_raw": "20 feet, swim 50 feet",
  73. "spell": [
  74. "Cone of Cold",
  75. "Spell Immunity",
  76. "Lightning Bolt",
  77. "Regenerate",
  78. "Spellwrack",
  79. "Control Water",
  80. "See Invisibility"
  81. ],
  82. "spell_markdown": "[Cone of Cold](/Spells.aspx?ID=47), [Control Water](/Spells.aspx?ID=51), [Lightning Bolt](/Spells.aspx?ID=172), [Regenerate](/Spells.aspx?ID=248), [See Invisibility](/Spells.aspx?ID=271), [Spell Immunity](/Spells.aspx?ID=296), [Spellwrack](/Spells.aspx?ID=298)",
  83. "strength": 8,
  84. "strongest_save": [
  85. "will"
  86. ],
  87. "summary": "The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a …",
  88. "summary_markdown": "The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a …",
  89. "text": " Vaspercham The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a vaspercham settles on a new 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, and many seaside communities have relocated after a vaspercham came calling. The monster responds only to strength, so one must best a vaspercham in combat to gain their begrudging cooperation. But once the creature recovers their strength, they inevitably betray any temporary alliance. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Vaspercham Source Bestiary 2 pg. 279 2.0 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 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. 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 is 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. --- Speed 20 feet, swim 50 feet Melee Single Action tentacle +33 (Agile, Magical, reach 20 feet), Damage 3d10+16 bludgeoning plus hallucinatory brine Ranged Single Action water blast +33 (Brutal, Magical, range increment 100 feet, Water), Damage 2d8+16 bludgeoning plus hallucinatory brine Arcane Innate Spells DC 41 - 5th Control Water (at will) - 6th Spellwrack (x3) - 7th Regenerate - 8th Lightning Bolt - 9th Cone of Cold, Spell Immunity - Constant (7th) See Invisibility 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 Single 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. Forbidden Armor After a devastating battle with a vaspercham, many legendary heroes have tried to forge armor or weapons from the magical shell of the sea beast, but all have failed because of the powerful curse that suffuses the opaline material. If one were able to dispel the curse of a vaspercham's shell - or somehow twist the curse to their own benefit - they would be able to craft an incredible suit of spell-reflecting plate mail. ",
  90. "trait": [
  91. "Aberration",
  92. "Aquatic",
  93. "CE",
  94. "Huge"
  95. ],
  96. "trait_markdown": "[Aberration](/Traits.aspx?ID=1), [Aquatic](/Traits.aspx?ID=168)",
  97. "trait_raw": [
  98. "Aberration",
  99. "Aquatic"
  100. ],
  101. "type": "Creature",
  102. "url": "/Monsters.aspx?ID=846",
  103. "vision": "Darkvision",
  104. "weakest_save": [
  105. "ref",
  106. "reflex"
  107. ],
  108. "weakness": {
  109. "fire": 15
  110. },
  111. "weakness_markdown": "fire 15",
  112. "weakness_raw": "fire 15",
  113. "will_save": 32,
  114. "wisdom": 5
  115. }