Large Aberration, Any Alignment
Armor Class 21 Natural Armor
Hit Points 143 (15d8 + 75)
Speed 60 ft.
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws STR +12, CHA +8
Skills Athletics +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Blindsight 20ft, Passive Perception 14
Languages Celestial
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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.

Actions

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.

Legendary Actions

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.

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