Medium Or Small Humanoid (Any Race), Neutral Evil
Armor Class 15 (18 with mage armor)
Hit Points 198 (18d10 + 18)
Speed 30 ft., Fly 40 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Darkvision 60 ft, Passive Perception 12
Languages Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The vessel has advantage on saving throws against spells and other magical effects.

Spellcasting. The vessel is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The child vessel can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, chill touch, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): banishment, fire shield, stoneskin*

5th level (3 slots): cone of cold, Bigby's Hand, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop

*The archmage casts these spells on itself before combat.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Legendary Actions

Ephemeral Bind (Magical Action):

  • Range: 60 feet.

  • Effect: The Vessel targets a creature within range, attempting to bind it in an ethereal prison. The target must make a Wisdom saving throw (DC 18) to resist the magical binding.

  • Outcome: On a failed save, the creature is magically imprisoned within the Vessel, becoming part of the living prison. On a successful save, the creature resists the binding, but the Vessel gains knowledge of the creature's vulnerabilities.

  • Dice: Wisdom Saving Throw (DC 18).

This legendary action allows the Vessels to actively protect themselves and ensure their prisoners remain contained. The dice used for the Wisdom saving throw ensures a challenging resistance for those targeted by the Ephemeral Bind. The Vessels walk a delicate line between safeguarding the world and preventing their captive entities from breaking free.

Ethereal Barrage: To protect themselves and the entities within, Vessels possess a formidable Legendary Action called "Ethereal Barrage." In this action, the Vessel taps into the ethereal energies surrounding them, unleashing a barrage of psychic projectiles or energy bolts upon their assailants.

  • Attack Roll: The Vessel makes a ranged attack against a target within 60 feet. Roll a d20.
  • Damage: On a successful hit, the attack deals 4d8 psychic damage. The Vessel's connection with the imprisoned entity enhances the potency of the ethereal assault.

Saving Throw: Targets hit by the Ethereal Barrage must succeed on a Wisdom saving throw (DC 18) or suffer from psychic distress, causing disadvantage on their next attack roll or ability check.

The Vessels, with their haunting blend of innocence and hidden malevolence, stand as guardians of the balance between light and darkness. Whether benevolent or corrupted, their existence is integral to preserving the delicate equilibrium within the mortal realm.

Description

Enigmatic beings known as The Vessels exist in the shadowy corners of the mortal realm, where the line between light and darkness blurs. These entities, ranging from the innocent guise of young children to the weathered appearance of the elderly, are purposefully created to serve as living prisons for dark beings and cursed entities that threaten the balance of existence.

Previous Versions

Name Date Modified Views Adds Version Actions
2/7/2024 7:08:00 PM
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Coming Soon

Monster Tags: NPC

Habitat: Urban

nyte79

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