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Mishibizhiw (Underwater panther)

Mishibizhiw
Create

The Mishibizhiw, or Underwater Panther, is a formidable creature deeply embedded in the mythology of the Anishinaabe peoples of the Great Lakes. This powerful spirit being blends the traits of multiple animals, making it both mesmerizing and terrifying.

Appearance

It has the sleek, muscular body of a mountain lion or panther, but its fur is often described as shimmering, like scales glinting in the sunlight. Its long tail, reminiscent of a panther’s, is sinuous and flexible, often used for grasping or manipulating its prey. What truly sets the Mishibizhiw apart are its serpentine features: its body is covered with patches of scales, and its horns, which resemble those of a mighty bison or deer, curl menacingly from its head. Its eyes glow with an unnatural light, reflecting the deep, mysterious waters it inhabits, and it’s said that the Mishibizhiw can move with unnatural speed and grace in water and on land alike.

Behaviour

The Mishibizhiw is a predatory creature, feared for its violent nature when provoked, yet it is also a guardian of sacred aquatic realms. While it has a fearsome reputation, it isn’t always hostile. The Mishibizhiw is known to be highly territorial, often attacking those who enter its domain without respect. It defends the natural world with a vengeance, especially protecting the water and the copper it hoards in the depths. When angered, its roar can cause storms, and it is believed to create whirlpools and capsizes boats to punish intruders.

However, it is not purely malevolent. It holds sacred dominion over aquatic life and can be seen as a provider when treated with reverence. Fishermen and hunters might appease it with offerings, hoping to receive bountiful harvests from the lakes and rivers it controls. Those who approach with humility may even gain its blessing, as it governs the abundance of fish and other water creatures.

Habitat

The Mishibizhiw resides in the deepest parts of lakes and rivers, often in remote, turbulent waters such as whirlpools, rapids, and submerged caves. It is tied to sacred waters and can often be found near sites of spiritual significance, such as waterfalls or places where natural resources like copper can be found. These places are not only physically treacherous but are also believed to be spiritually powerful, enhancing the Mishibizhiw’s connection to the supernatural realm.

Modus Operandi

The Mishibizhiw’s modus operandi is one of territorial defense and wrathful justice. It uses the water to its advantage, capable of creating devastating whirlpools or water surges to drag enemies into the depths. When it attacks, it is both swift and deadly—striking with its claws and bite, which carry venomous poison. The Mishibizhiw’s massive, flexible tail is often used to constrict or entangle prey, and it can easily submerge itself, becoming almost invisible beneath the surface. As a guardian spirit, it is also known to control the waters, manipulating currents or even summoning water-based storms to shield its domain from intruders.

Motivation

The Mishibizhiw’s primary motivation is the protection of the natural world, particularly the sacred aquatic realms it guards. It is a creature of balance, tasked with ensuring that the waters remain pure and that the creatures of the lakes, rivers, and streams are neither exploited nor harmed. While it will not hesitate to punish those who disrespect the water, it is also known to reward those who show proper reverence and respect for nature’s power. Its motivations are tied to the cycle of life and death in the waters, where it serves both as a punisher of wrongdoers and a guardian of natural bounty, ensuring the rivers and lakes thrive in harmony.

In summary, the Mishibizhiw is a fearsome, multi-faceted spirit, embodying both the destructive and protective forces of nature. It teaches respect for the wild and the waters, emphasizing the need for balance in the natural world.


  • Mishibizhiw 5e
  • Mishibizhiw Pathfinder
Mishibizhiw (Underwater panther)
Create

Large Magical Beast, Neutral


Armor Class 18 (natural armor)
Hit Points 198 (22d10 + 66)
Speed 40 ft., swim 60 ft.


STRDEXCONINTWISCHA
21 (+5)16 (+3)16 (+3)12 (+1)18 (+4)15 (+2)

Saving Throws Str +9, Dex +7, Wis +8
Skills Perception +8, Stealth +7, Survival +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities lightning
Condition Immunities frightened, charmed
Senses darkvision 60 ft., passive Perception 18
Languages Aquan, Sylvan
Challenge 12 (8,400 XP)


Traits

Amphibious. The Mishibizhiw can breathe both air and water.

Watery Domain. While in water, the Mishibizhiw has advantage on attack rolls and saving throws and can move through water without expending additional movement.

Aquatic Camouflage. While underwater, the Mishibizhiw has advantage on Dexterity (Stealth) checks.

Legendary Swimmer. The Mishibizhiw ignores difficult terrain caused by water or ice.

Storm Aura. The Mishibizhiw constantly radiates an aura of churning water and storm energy in a 20-foot radius. Hostile creatures that start their turn in this area take 7 (2d6) cold damage.

Spellcasting. The Mishibizhiw is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:

  • At will: control water, fog cloud
  • 3/day: call lightning, ice storm
  • 1/day: tsunami

Actions

Multiattack. The Mishibizhiw makes three attacks: one with its claws, one with its bite, and one with its tail or gore.

  • Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
    Hit: 18 (3d8 + 5) slashing damage.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 20 (3d10 + 5) piercing damage.
  • Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
    Hit: 22 (3d10 + 5) bludgeoning damage.
  • Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 21 (3d10 + 5) piercing damage. On a hit, the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Rending Tides (Recharge 5-6). The Mishibizhiw slams its claws and tail into the water, creating a vortex of slashing currents. Each creature within a 20-foot radius must make a DC 16 Strength saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much on a successful one. Creatures that fail the save are also pulled 10 feet closer to the Mishibizhiw.


Legendary Actions

The Mishibizhiw can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.

  • Sudden Surge. The Mishibizhiw moves up to its swim speed without provoking opportunity attacks.
  • Eldritch Wave (Costs 2 Actions). The Mishibizhiw releases a burst of water charged with mystical energy. Each creature in a 15-foot cone must succeed on a DC 16 Constitution saving throw or take 14 (4d6) cold damage and be pushed back 10 feet.
  • Fury of the Storm (Costs 3 Actions). It calls upon its storm magic, casting call lightning without expending a spell slot.

Tactics

  • Opening Move: Begins combat with fog cloud or control water to disorient foes, using the terrain to its advantage.
  • Close Combat: Employs its Multiattack to deal heavy damage, prioritizing prone or restrained foes for its bite or gore attacks.
  • Ranged Threats: Creates barriers using control water and maintains pressure with call lightning.
  • Desperate Measures: Uses Rending Tides to disrupt groups and capitalize on its mobility. If heavily damaged, retreats with Sudden Surge.

Lair Actions

On initiative count 20 (losing initiative ties), the Mishibizhiw can use one of the following lair actions if in its aquatic domain:

  • Roiling Waters. Creates a 30-foot-radius area of turbulent water, which is difficult terrain for creatures other than the Mishibizhiw.
  • Freezing Mist. A chilling mist fills a 20-foot-radius sphere centered on a point the Mishibizhiw can see. The area is heavily obscured, and creatures that end their turn in it take 5 (1d10) cold damage.
  • Summon Water Elemental. Calls forth a water elemental that acts on its own initiative. The elemental vanishes after 1 minute or when it drops to 0 hit points.
Mishibizhiw
Create

CR 12
XP 19,200
CN Large magical beast (aquatic, water)


Init +7; Senses darkvision 60 ft., low-light vision; Perception +18


Defense
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 157 (15d10+75)
Fort +13, Ref +12, Will +10
Defensive Abilities aquatic camouflage, storm aura; DR 10/magic; Resist cold 20; Weaknesses vulnerability to electricity


Offense
Speed 40 ft., swim 60 ft.
Melee 2 claws +20 (1d8+7/19–20), bite +20 (2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks rending tides (10-ft. radius, DC 21, 6d6 slashing), powerful tail slap

Spell-Like Abilities (CL 12th; concentration +16)

  • Constant—fog cloud
  • At will—control water (DC 18)
  • 3/day—call lightning storm (DC 19), ice storm
  • 1/day—tsunami (DC 21)

Statistics
Str 25, Dex 16, Con 20, Int 10, Wis 18, Cha 14
Base Atk +15; CMB +23 (+25 grapple); CMD 36 (can’t be tripped)
Feats Combat Reflexes, Improved Initiative, Improved Critical (claw), Multiattack, Power Attack, Vital Strike, Weapon Focus (claw)
Skills Perception +18, Stealth +13 (+17 underwater), Swim +20
Languages Aquan, Sylvan


Special Abilities

Aquatic Camouflage (Ex): When in water, the Mishibizhiw gains a +4 bonus on Stealth checks.

Rending Tides (Ex): As a full-round action (or as part of a charge), the Mishibizhiw can slam its claws and tail into the surrounding water, creating a vortex of razor-sharp currents. All creatures within a 10-foot radius must make a DC 21 Reflex save or take 6d6 slashing damage and be pulled 10 feet closer to the Mishibizhiw. Creatures succeeding the save take half damage and are not moved.

Storm Aura (Su): The Mishibizhiw generates an aura of storm energy in a 20-foot radius. All creatures starting their turn in this aura take 2d6 cold damage. The aura can be suppressed for 1 minute as a swift action, but activating it again requires another swift action.

Powerful Tail Slap (Ex): As a standard action, the Mishibizhiw can strike with its tail, dealing 3d8+10 bludgeoning damage and forcing the target to succeed at a DC 21 Fortitude save or be knocked prone.

Watery Mastery (Ex): The Mishibizhiw gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water.


Ecology
Environment: temperate or cold lakes and rivers
Organization: solitary or pair
Treasure: incidental


Tactics
The Mishibizhiw is a territorial and intelligent predator, using its mastery of water to control the battlefield.

  • Before Combat: The Mishibizhiw activates fog cloud to obscure its territory, drawing enemies into its domain where it can maneuver freely.
  • During Combat: It opens with call lightning storm or ice storm to sow chaos among groups, before closing in to attack with its claws and rending tides ability.
  • Against Aquatic Foes: The Mishibizhiw uses control water to create whirlpools or lower water levels, exploiting its natural swimming prowess.
  • Morale: If reduced to less than 30 hp, the Mishibizhiw retreats into the depths, using control water or tsunami to block pursuit.

The Mishibizhiw is both a dangerous physical combatant and a formidable caster, ensuring any confrontation with it is as perilous as it is memorable.

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