My Documents
Become a Patron!
# Mishipeshu Lurking in the great lakes and rivers of the world, the mishipeshu stalks through deep waters and shoreline brush. The mishipeshu is a fiendish creature shaped through druidic magic. It has the body of a wildcat but with hard fish-like scales in place of fur. It sports two large antlers that it uses to ram its prey and a large razor fin that runs all the way down its back and ends in a serpentine tail sharp enough to slice through steel. Though they protect the sanctity of freshwater environments, they do so with a malevolence rivaling any fiend of the lower planes. ## Druidic Asylum Fiends who have thoroughly displeased their masters will sometimes flee to remote locations of the material plane in an attempt to escape their punishment. These desperate cravens will often offer their services to powerful groups or individuals in exchange for protection. Sometimes they will even seek the protection of druidic circles. Most druidic circles will have nothing to do with fiends. However, if the druids are desperate enough, or they already have a disposition towards consorting with the darker forces of nature, they may come to an arrangement with the fiend. If the druids are in need of guardian for a body of fresh water, they will perform a dark, ritualistic transformation on the fiend. This ritual requires water from the River Styx and a bastardized version of the *reincarnation* spell cast upon the fiend while it is submerged in the waters it is being charged with protecting. This dark baptism results in the fiend being reborn as a mishipeshu and binds it to the druids who performed the ritual along with the body of water it is charged with protecting. ## Cruel Guardians Though a mishipeshu will faithfully protect its waters and reliably destroy any would-be defilers, its fiendish nature is reflected in the cruelty and malice with which it carries out its duty. A mishipeshu will use any excuse to meet out lethal punishment to intruders. A single fish taken without permission or the accidental spilling of even a drop of harmful substance into its waters will result in the mishipeshu ruthlessly butchering the offenders and anyone with them. Only high ranking druids or other powerful beings of the natural world can call off a mishipeshu once it has deemed an intruder guilty. ## Lingering Greed The fiendish origin of the mishipeshu's former life leaves it with the selfish need to accumulate wealth, despite having no practical use for it. The mishipeshu will rob the corpses of its victims and anyone else who dies within its domain. Copper is its favorite material and it often abhors other metals such as silver or cold iron depending on the nature of its fiendish origin. It is said that mishipeshu can be placated with large amounts of copper, allowing travelers to pay penance for wrongs committed and buy safe passage through a protected waterway. However, no amount of copper can convince a mishipeshu to turn against the druid conclave it is bound to. ## Reborn in water A vital factor in the druidic conclave gaining the mishipeshu's loyalty is the promise that if it is destroyed, the mishipeshu can be reborn within the waters of its home. A mishipeshu who has died within the past 10 days can be revived by a druid casting the *reincarnation* spell on a gallon of water from the lake or river in which it was created. If the lake or river it was bound to is defiled or destroyed, the mishipeshu cannot be revived.
\pagebreak ____ > ## Mishipeshu >*Medium fiend, neutral evil* > ___ > - **Armor Class** 14 > - **Hit Points** 71 (13d8 + 13) > - **Speed** 40 ft., climb 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|16 (+3)|13 (+1)|12 (+1)|16 (+3)|14 (+2)| >___ > - **Saving Throws** Dex +6, Cha +5 > - **Skills** Perception +6, Stealth +6 > - **Damage Resistances** acid, cold, lightning, thunder > - **Senses** darkvision 90 Ft. passive Perception 15 > - **Languages** Aquan, Abyssal, Druidic, Infernal, telepathy 60ft. > - **Challenge** 5 (1,800 XP) > ___ > **Amphibious.** The mishipeshu can breathe air and water. > > **Keen Sight.** The mishipeshu has advantage on Wisdom (Perception) checks that rely on sight. > > **Ambusher.** The mishipeshu has advantage on attack rolls against any creature it has surprised. > > **Surprise Attack.** If the mishipeshu surprises a creature and hits it with an bite attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack. > > **Charge.** If the mishipeshu moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. > ___ > > ### Actions > ***Multiattack.*** The mishipeshu makes four attacks: one with its ram, one with its bite, one with its claw and one it's tail. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. > > ***Ram.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. > > ***Razer Tail.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
\pagebreak ## Elder Mishipeshu If a greater fiend undergoes the mishipeshu ritual of transformation, or a mishipeshu earns the blessing of its druidic conclave through generations of service, the result is an elder mishipeshu. On rare occasions elder mishipeshu even become the leaders of their druidic conclaves. These mishipeshu have greater control over their bloodthirsty impulses, though their fiendish malevolence remains ever present.
Regardless of how these mishipeshu are created, their physical prowess are superior to those of their lesser kin, and they gain the ability to conjure violent storms to aid them in their hunts. These storms provide cover while stalking prey and can be used to separate groups of trespassers so that the mishipeshu can more easily pick off vulnerable targets.
___ ___ > ## Elder Mishipeshu >*Medium fiend, neutral evil* > ___ > - **Armor Class** 15 > - **Hit Points** 175 (27d8 + 54) > - **Speed** 40 ft., climb 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|19 (+4)|15 (+2)|16 (+3)|18 (+4)|16 (+3)| >___ > - **Saving Throws** Dex +8, Cha +7 > - **Skills** Perception +8, Stealth +8 > - **Damage Resistances** Acid, cold, lightning, thunder > - **Senses** darkvision 90 Ft. passive Perception 17 > - **Languages** Aquan, Abyssal, Druidic, Infernal, telepathy 60ft. > - **Challenge** 10 (5,900 XP) > ___ > **Amphibious.** The mishipeshu can breathe air and water. > >**Storm Call (Recharge 5-6)**. As a bonus action the mishipeshu chooses one of the following damage types: acid, cold, lightning, or thunder. A 20-foot-radius, 40-foot-tall cylinder containing a swirling storm magically forms on a point the mishipeshu can see within 120 feet of it. The storm lasts as long as the mishipeshu maintains concentration on it (as if concentrating on a spell), and the mishipeshu has advantage on all saving throws made to maintain concentration on the effect. As a bonus action, mishipeshu can move the cylinder up to 15 feet to a point it can see. The mishipeshu ignores all effects of the storm, which applies the following effects to the area it occupies: > >• The area is lightly obscured > >• The area is difficult terrain > >• The attack rolls made with ranged weapons have disadvantage if the projectile passes through the storm > >• If a creature ends its turn in the area, it must make a DC 16 Dexterity saving throw. The creature takes 10 (3d6) of the chosen damage type on a failed save, or half as much damage on a successful one. > >• Creatures have disadvantage on Constitution saving throws while within the area > > **Keen Sight.** The mishipeshu has advantage on Wisdom (Perception) checks that rely on sight. > > **Ambusher.** The mishipeshu has advantage on attack rolls against any creature it has surprised. > > **Surprise Attack.** If the mishipeshu surprises a creature and hits it with an bite attack during the first round of combat, the target takes an extra 13 (3d8) damage from the attack. > > **Charge.** If the mishipeshu moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. > ___ > > ### Actions > ***Multiattack.*** The mishipeshu makes four attacks: one with its ram, one with its bite, one with its claw and one with it's tail. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage plus 3 (1d6) acid, cold, or lightning damage (mishipeshu's choice). > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) acid, cold, or lightning damage (mishipeshu's choice). > > ***Ram.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) acid, cold, or lightning damage (mishipeshu's choice). > > ***Razer Tail.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) acid, cold, or lightning damage (mishipeshu's choice). \pagebreak ## Mishipeshu River Lord Mishipeshu River Lords are elder mishipeshu who've honed their druidic powers to the point where they become the undisputed masters of their domain, usually ruling any druidic circles in the area. In addition to being more physically deadly in combat, these mishipeshu are able to bend their watery environment to their will. Mishipeshu river lords make their homes in underwater caves at the bottoms of lakes or rivers. Their layers are usually completely submerged in water or situated in steep rocky environments in order to make traversal by intruders difficult, if not deadly. Their central chambers are typically littered with the remains and treasures of former intruders. The druidic mastery of these mishipeshu allow them to turn their lairs against intruders, and if they believe their lands are are being trespassed upon, they can unleash wild storms across their realm to batter their enemies. #### Lair Actions On initiative count 20 (losing initiative ties), the mishipeshu can take one lair action to cause one of the following effects, even while incapacitated. It can't use the same effect two rounds in a row: * Pools of water within 90 feet of the mishipeshu surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet into the water and be knocked prone. * The mishipeshu's Storm Call ability is summoned at a point within the layer. The mishipeshu doesn't need to concentrate on the effect, which ends on initiative count 20 of the next round. \columnbreak * Freezing rain falls all across the lair. Each creature in the layer other than the mishipeshu must make a successful DC 16 Constitution saving throw or suffer disadvantage on the next weapon attack roll it makes before the end of its next turn and lose concentration on any spells or effects it is maintaining concentration on. #### Regional Effects Transformed by the mishipeshu's control of the elements, its watery domain might include one or more of the following magical effects: * While in it's layer, the mishipeshu can cast *control weather* without material components. * Spells such as *control weather* or similar effects can't change the weather within 5 miles of it's layer against mishipeshu's will. * As an action, the mishipeshu can cause it's reflection in a body of water within its layer to split off from itself. Once split, the reflection can travel up to 5 miles away from the layer but can't leave the water. The image remains split until the mishipeshu chooses to recall it or until it uses this feature again. Although the image is intangible, it looks, sounds, and moves like the mishipeshu. The mishipeshu can sense, speak, and use its telepathy from the image's location as if present at that location. If the image takes any damage, it disappears and is recalled back to the mishipeshu. ### Art Credit * Mishibizhiw - KatePfeilschiefter * Swamp from Magic the Gathering Core Sets - Jung Park * Swamp from Dragons of Tarkir - Adam Paquette
\pagebreak ___ ___ > ## Mishipeshu River Lord >*Medium fiend, neutral evil* > ___ > - **Armor Class** 15 > - **Hit Points** 240 (32d8 + 94) > - **Speed** 40 ft., climb 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|19 (+4)|16 (+3)|16 (+3)|18 (+4)|16 (+3)| >___ > - **Saving Throws** Dex +8, Con +7, Int +7, Cha +7 > - **Skills** Perception +8, Stealth +8 > - **Damage Resistances** Acid, cold, lightning, thunder > - **Senses** darkvision 90 Ft. passive Perception 17 > - **Languages** Aquan, Abyssal, Druidic, Infernal, telepathy 60ft. > - **Challenge** 14 (11,500 XP) > ___ > **Legendary Resistance (3/Day).** If the mishipeshu fails a saving throw, it can choose to succeed instead > > **Amphibious.** The mishipeshu can breathe air and water. > >**Storm Call (Recharge 5-6)**. As a bonus action the mishipeshu chooses one of the following damage types: acid, cold, lightning, or thunder. A 20-foot-radius, 40-foot-tall cylinder containing a swirling storm magically forms on a point the mishipeshu can see within 120 feet of it. The storm lasts as long as the mishipeshu maintains concentration on it (as if concentrating on a spell), and the mishipeshu has advantage on all saving throw made to maintain concentration on the effect. As a bonus action, mishipeshu can move the cylinder up to 15 feet to a point it can see. The mishipeshu ignores all effects of the storm, which has the following properties: > >• The area is lightly obscured > >• The area is difficult terrain > >• The attack rolls made with ranged weapons have disadvantage if the projectile passes through the storm > >• If a creature ends its turn in the area, it must make a DC 16 Dexterity saving throw. The creature takes 10 (3d6) of the chosen damage type on a failed save, or half as much damage on a successful one. > >• Creatures have disadvantage on Constitution saving throws while within the storm > > > **Keen Sight.** The mishipeshu has advantage on Wisdom (Perception) checks that rely on sight. > > **Ambusher.** The mishipeshu has advantage on attack rolls against any creature it has surprised. > > **Surprise Attack.** If the mishipeshu surprises a creature and hits it with an bite attack during the first round of combat, the target takes an extra 13 (3d8) damage from the attack. > > **Charge.** If the mishipeshu moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. > ___ > > ### Actions > ***Multiattack.*** The mishipeshu makes four attacks: one with its ram, one with its bite, one with its claw and one with it's tail. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage plus 3 (1d6) acid, cold, or lightning damage (mishipeshu's choice). > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) acid, cold, or lightning damage (mishipeshu's choice). > > ***Ram.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) acid, cold, or lightning damage (mishipeshu's choice). > > ***Razer Tail.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) acid, cold, or lightning damage (mishipeshu's choice). > > ### Legendary Actions > The mishipeshu 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 mishipeshu regains spent legendary actions at the start of its turn. > > **Move.** The mishipeshu moves up to its speed without provoking opportunity attacks. > >**Claw.** The mishipeshu makes a claw attack. > >**Roaring Winds.** The mishipeshu moves the storm from created using Storm Call up to 15 feet to a point it can see. > >**Bite. (Costs 2 Actions)** The mishipeshu makes a Bite attack. > >**Skill Check (Costs 2 Actions).** The mishipeshu makes a skill check that would normally require an action. > >**Reconstitute (Costs 3 Actions).** If the mishipeshu is suffering from one or more conditions that it will be able to make a saving throw against at the end or start of its turn or by using an action, it may immediately make a saving throw against each of those conditions, ending it on a success. It can use this legendary action even while incapacitated. \pagebreak ### 1.0.0 Changes * Public Release