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Vessel of Nine

Huge aberration, chaotic evil

AC
18
HP
218
Speed
40
CR
15

Nine towers, nine lights, one chain — the order was explicit that the chain was the point and the towers were only where it was pinned. Something has been collecting the pins. What is walking out of the marsh now has nine lamp-housings set into it at the heights the towers stood at, and it is looking for the ninth.


Armor Class 18 (natural armor)

Hit Points 218 (19d12 + 95)

Speed 40 ft.


STR
22 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
13 (+1)
WIS
16 (+3)
CHA
17 (+3)

Saving Throws Con +10, Str +11, Wis +8

Skills Athletics +11, Perception +8

Damage Resistances cold, necrotic, psychic

Condition Immunities charmed, frightened, prone

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18

Languages Deep Speech, telepathy 120 ft.

Challenge 15


Traits

Nine Housings. The vessel begins an encounter with eight of its nine lamp-housings lit. Whenever it takes 25 or more damage in a single turn, one housing goes out. While four or fewer are lit, the vessel has advantage on attack rolls; while none are lit, it is stunned until the end of its next turn and then relights three.

Legendary Resistance (2/Day). If the vessel fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The vessel makes two slam attacks and uses Take the Light if it is available.

Slam. Melee Attack Roll: +11, reach 15 ft. Hit: 32 (4d12 + 6) Bludgeoning damage.

Take the Light. The vessel reaches for one creature within 15 feet that is carrying or producing light. The target must succeed on a DC 19 Strength saving throw or be grappled (escape DC 19) and pulled into an empty housing, where it is restrained and has total cover from attacks outside the vessel. A creature there takes 31 (7d8) Necrotic damage at the start of each of the vessel's turns.

Chain of Nine (Recharge 6). Every lit housing throws a line of light. Each creature in a 60-foot line must make a DC 16 Wisdom saving throw, taking 63 (14d8) Radiant damage on a failure, or half as much on a success. A creature that fails is blinded until the end of its next turn.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022