Huge Dragon, Neutral Evil
Armor Class 22 (scales)
Hit Points 63 (6d12 + 24)
Speed 50 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
12 (+1)
Skills Perception +9, Stealth +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Charmed
Senses Darkvision 120 ft., Truesight 40 ft., Passive Perception 19
Languages Common, Draconic, Giant, Primordial, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Ambusher. The vishap has advantage on attack rolls against any creature they have surprised.

Exceptional Hunter. The vishap has advantage on Wisdom (Perception) and Dexterity (Stealth) checks made in their native environment.

Legendary Resistance (3/Day). If the vishap fails a saving throw, they can choose to succeed instead.

Magic Resistance. The vishap has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The vishap makes two Claw attacks and one Bite attack.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) Piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 7 (1d4 + 5) Slashing damage. 

Spellcasting. The vishap casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14):

2/Day: Sleep

1/Day Each: Suggestion, Charm Monster

Bonus Actions

Nimble. The vishap can take the Disengage or Hide action on each of their turns.

Reactions

Invisibility (1/Day). If a creature hits the vishap with an attack roll, the vishap casts Invisibility without spell components using Intelligence as their spellcasting ability.

Legendary Actions

The vishap can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vishap regains spent legendary actions at the start of their turn.

Detect. The vishap makes a Wisdom (Perception) check.

Claw Attack. The vishap makes a Claw attack.

Tail Sweep (Costs 2 Actions). The vishap swings their tail in a circle, forcing every creature within 15 feet of them to make a DC 17 Dexterity saving throw. On a failure,  a creature takes 10 (2d4 + 5) Bludgeoning damage and is dazed until the end of the vishap’s next turn. On a success, a creature takes half as much damage and is not dazed.

A dazed creature can only do one of the following things on their turn: move, use an action, or use a bonus action. If a creature becomes dazed during their turn, their turn ends.

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2024 5:14:31 AM
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