Radiant Absorption. When the Unstable Vessel would take any amount of Radiant damage, it regains that many hit points instead.
Unstable Spellcraft. When it is targeted by a spell such as Dispel magic (8th level) or Antimagic field, it loses 10ft of movement and loses 1 of it's actions. when it loses it's final action, it is undone and dies.
Teleport. The Unstable Vessel Teleports to an unoccupied space up to 80ft away.
Multiattack. The Unstable Vessel makes three attacks. One with it's cleave and two with it's slam.
Cleave. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 13 (1d12 + 7) Slashing damage.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 10 (1d10 + 7)
Assail the Mind. Ranged Attack: Range 60ft., 1 target. Intelligence Saving Throw DC 17. Hit: Target becomes Blinded and Deafened as they believe themselves to be elsewhere entirely.
The Unstable Vessel has three legendary actions per round, and can choose from the following list at the end of a players turn.
Cleave. (2 Actions) The Unstable Vessel makes one Cleave attack.
Slam. (1 Action) The Unstable Vessel makes one Slam Attack.
Move. (1 action) The Unstable Vessel moves up to it's movement.
Description
Created through specialized spellcraft; the vessel is a person with the essence of a divine being held within them. The spellcraft is not yet perfected however, and is unstable at best, catastrophically volatile at worst. The vessel is able to "hide" within the host for some time if it chooses, effectively disappearing and becoming untargetable or unaffected by magics that would target it but not it's host.