Viperhand (5e Creature)

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Viperhand[edit]

Medium monstrosity, lawful evil


Armor Class 14 (hide)
Hit Points 37 (5d8 + 15)
Speed 30 ft., swim 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 17 (+3) 8 (-1) 16 (+3) 9 (-1)

Senses blindsight 10 ft. ft., darkvision 60 ft. ft., passive Perception 13
Languages Nexalan
Challenge 3 (700 XP)


Aggressive. As a bonus action, the viperhand can move up to its speed toward a hostile creature that it can see.

Fey Ancestry. The viperhand has advantage on saving throws against being charmed, and magic can't put the viperhand to sleep.

Regeneration. The viperhand regains 2 hit points at the start of its turn. If the viperhand takes acid or fire damage, this trait doesn't function at the start of the viperhand's next turn. The viperhand dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spellcasting. The viperhand is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The jagre has the following cleric spells prepared:

Cantrips (at will): light, resistance, thaumaturgy
1st level (4 slots): ambush, create or destroy water, cure wounds, protection from projectiles
2nd level (2 slots): heartsense, lesser restoration

ACTIONS

Multiattack. The viperhand makes two attacks with its bite, or makes one attack with its maca and one attack with its bite.

Maca. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 6 (1d6 + 3) bludgeoning damage, or 8 (1d10 + 3) slashing damage or 7 (1d8 + 3) bludgeoning damage if used with two hands.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.


Viperhands were once human priests of the Cult of the Ancient Ones, a secretive religious order dedicated to the worship of Zaltec, the maztican god of war, organized by a coven of drow hidden within the summit of Mount Zatal. When Cordell's Golden Legion broke down the walls of Nexal with their siege engines, numerous wards and illusions were broken with them, allowing Lolth, the drow-god, to see their lack of piety within the Ancient Ones. The drow themselves were cursed into driders, while their priests became the viperhands.
The green skin, sinewy frame, and natural regeneration of the viperhands have lead many outsiders to mistake them for trolls. In reality, they are more similar to yuan-ti malisons; the green scales that cover their forearms, neck, and lower face, their bestial maw, and their disconcerting eyes are much like those of the vipers that inhabit the four lakes surrounding Nexal. In place of hands, a viperhand's arms end in five snakes, much like the ones found in the shoulders of a kamatlan.
Viperhands still fulfill their role as priests, sacrificing any prisoners retrieved by Jagre Nexal's raiding bands at an altar in the ruins of the Pyramid of Zaltec. Roughly 5% of jagre raider bands, and all jagre war bands, are accompanied by a handful of viperhands, typically no more than five.

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