Vessel of Nine
Huge aberration, chaotic evil
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 195 (17d12 + 85)
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 Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.





