Huge Dragon, Chaotic Good
Armor Class 17 Natural Armor
Hit Points 230 (20d12 + 100)
Speed 50 ft.
STR
18 (+4)
DEX
25 (+7)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +11, INT +5, CHA +5
Skills Acrobatics +11, Animal Handling +6, Nature +9, Survival +10
Damage Vulnerabilities Lightning
Damage Resistances Psychic
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Aerial Acrobat. When the vishap is subjected to an area effect that allows it to make a Dexterity saving throw, it takes half damage on a failure and no damage on a success.

Induced Placebo (3/Day). As a bonus action, the vishap bestows a creature with a sense of wellbeing potent enough to heal injuries and ailments. One creature of the vishaps choice within 60 feet of it (including itself) regains 2d12 + 10 hit points. This also removes poison from the creatures body and removes any diseases it may have.

Actions

Multiattack. The vishap makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) piercing damage. 

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 26 (4d10 + 4) bludgeoning damage. 

Screech (Recharge 5-6). The vishap emits a sharp screech. Each enemy within 60 feet of the vishap that can hear it must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of the enemy's next turn.

Description

A near mythical creature, the vishap is a distant cousin to the dragons. It looks almost like a winged serpent with fine hairs across its body. Though a pale white colour, its disposition is more akin to the metallic dragons than the chromatic dragons. Any intelligent creature it comes across is regarded as a potential ally, and wounded travelers who meet a vishap is more likely to be healed than attacked. Even so, if angered it becomes a vicious foe that attacks with its jaw, strong wings and paralyzing screech.

It often makes lairs in forests near farmland, and its presence is said to make crops grow faster and make harvests bountiful. The woodland around a vishaps lair is taller and more lush with berries, mushrooms, nuts and wild game. Any ponds or lakes in the vicinity is also said to yield more and bigger fish. Because of this, farmers revere it as a sign of luck and fertility, and they often leave gifts by the vishaps lair to gain its favor.

Lair and Lair Actions

A vishaps lair is most often found in caves deep in the forest, but can also be found in mountains and coastal areas so long as there are old woodlands in close proximity. The entrance to the lair is difficult to see, because of the plants that grow to cover it.

Regional Effects

The region containing a vishaps lair is more fertile, which creates one or more of the following effects:

  • Trees within a 10-mile radius of the lair grow taller and thicker, and the forests produce more and bigger berries, mushrooms and such.
  • Any farmland within the same radius yield more bountiful harvests.
  • Wild game is attracted to the area, and are more plentiful the closer you come to the lair.
  • Fish are healthier and more numerous in the waterbodies around the lair.

If the vishap dies, these effects fade over the course of 2d12 days, with the exception of what has already grown.

Habitat: CoastalForestMountain

guttelutten

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