Sishka, 1st-Level Cleric (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate.

"Google" isn't a source; it shows web search results. "Pinterest" isn't a source; it's an aggregate of images copied or linked to from other websites.

If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image

Sishka typically loathe to engage in combat, and much prefer to lead peaceful and spiritual lives.
Sishka, 1st-Level Cleric
Size/Type: Large Monstrous Humanoid (Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (-1 size, +2 Bardic(A&A), +1 Bishop's Mantle(A&A)), touch 9, flat-footed 12
Base Attack/Grapple: +0/+6
Attack: Glaive +1 melee (1d10+3 piercing or slashing) or Tail +1 (1d8+3 bludgeoning)
Full Attack: Glaive +1 melee (1d10+3 piercing or slashing) and Tail -4 (1d8+3 bludgeoning)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+3, Improved Grab, spells
Special Qualities: Naga Qualities, uncanny dodge, spell-like abilities
Saves: Fort +3, Ref +2, Will +4
Abilities: Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 14
Skills: Balance +8, Climb +8, Diplomacy +4, Knowledge (Religion) +4, Swim +8
Feats: Follower of Isis
Environment: Any
Organization: Solitary, Escort (1 plus 2–4 Hashka or Human warriors), Mission (1 plus 2 3rd-level humanoids, 10 humanoids of 1st level and 30 non-combatants)
Challenge Rating: 1/2
Alignment: Any
Advancement: By character class
Level Adjustment:

As the temple hall shakes under the sounds of a city besieged outside, those hidden within are comforted by its caretaker, the Sishka called Ilmista. Thus far, the temple had been spared any destruction or calamity in the five-hour siege, and those who saw this as the protection of the Serpentine Goddess felt their faith grow under her care. Time would see to all things, however, and the doors to the main hall would fly open with a thunderous clatter, followed soon by the hurried, heavy steps of armsmen. "Bring them out! Bring everyone out, now!" a hoarse voice barks, and the footsteps start again... before halting. Before these intruders, the form of the Sishka Cleric would rise, towering over them. Grasping her temple's ceremonial glaive, she would speak with a voice soft but firm, "The Lady has wept enough for Her children, lost to the hands of warmakers... I would rather not fight, but I shall defend those who seek Her refuge."

Sishka share some of the innate qualities of snakes, such as a +8 racial bonus on Balance and Climb checks. A Sishka can always choose to take 10 on a Climb check, even if rushed or threatened. Sishka use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A Sishka has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A Sishka can always choose to take 10 on a Swim check, even if distracted or endangered. Sishka do not naturally have swim or climb speeds.


Sishka do not typically enjoy combat, and prefer spiritual enlightenment and care over the carnage of battle, considering it to be far beneath them. Even so, if the matter is pressed, they will fight against others using all of their might.

Constrict (Ex): On a successful grapple check, a Sishka deals 1d8 points of bludgeoning damage, plus her strength modifier.

Improved Grab (Ex): A Sishka who strikes a smaller opponent with their tail can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Spells: A typical Sishka has at least one cleric level and serves Isis, and therefore can prepare and cast spells from the cleric spell list, plus any two of the following domains: Scalykind, Community, Guardian, or Protection.

Typical Cleric Spells Prepared (3/2; save DC 12 + spell level): 0—create water, guidance, cure minor wounds; 1st—conviction(MH), divine favor, magic fang*, alarm*

*Domain spell. Domains: Scalykind and Guardian.

Spell-Like Abilities: 1/day—Land Womb(SpC)

Back to Main Page3.5e HomebrewCreaturesCR 1/2

Home of user-generated,
homebrew pages!