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Vishnu — Mythological Miniatures STL miniature by Clay Cyanide

Vishnu

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community3,604 views · 36 likes

Vishnu — The Encounter

Four-armed Preserver who rests upon the cosmic serpent · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Vishnu

Where creation frays, the Preserver descends to mend it. He is the keeper of cosmic order, dreaming the worlds into being upon the coils of the world-serpent Shesha, whose hood shelters him across the milk-ocean of eternity. In his four hands he holds the instruments of his office: the discus Sudarshana that severs disorder from the weave of things, the mace Kaumodaki that humbles the proud, the conch Panchajanya whose voice is the first sound of being, and the lotus that promises rebirth. He does not war for conquest; he intervenes only when the balance tips toward ruin, and when he does, even the eldest powers grow still. Hymns name him gentle and terrible in equal measure, a god who would sooner forgive a foe than break it, yet who has unmade tyrants with a single turn of his wheel. To stand against him is to stand against the patient law that holds the heavens from falling.

Run Vishnu in Sixty Seconds

Vishnu

Medium celestial, lawful good

CR 11 · 7,200 XP · GUIDELINE
AC 18 (celestial grace + golden ornament) HP 184 (17d8+108) Speed 40 ft., fly 40 ft. (hover), swim 40 ft.
STR20+5
DEX18+4
CON22+6
INT18+4
WIS22+6
CHA24+7
SavesCon +10, Wis +10, Cha +11
SkillsInsight +10, Perception +10, Religion +8
Resistradiant; bludgeoning, piercing, and slashing from nonmagical attacks
Immcharmed, exhaustion, frightened, poisoned; poison
Sensestruesight 120 ft., passive Perception 20
Languagesall, telepathy 120 ft.

Divine Preserver. Vishnu cannot be reduced below 1 hit point while any creature he has marked as a ward is conscious within 60 feet. The first time each round an ally within 30 feet would drop to 0 hit points, that ally instead drops to 1.

Many-Armed Wielder. Vishnu wields four divine implements at once and never has disadvantage from being grappled or restrained while wielding them. His weapon attacks are magical.

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

Actions

Multiattack. Vishnu makes three attacks, choosing from his Discus, Mace, and Conch-Blast.

Sudarshana Discus. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 18 (3d8 + 5) slashing damage plus 9 (2d8) radiant damage. The discus then returns to his hand.

Kaumodaki Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Conch-Blast (Recharge 5-6). Vishnu sounds the Panchajanya conch. Each creature in a 30-foot cone must make a DC 17 Constitution saving throw, taking 36 (8d8) thunder damage and being deafened for 1 minute on a failure, or half damage on a success.

Bonus Actions & Reactions

Lotus Mercy (Reaction). When an ally Vishnu can see within 30 feet takes damage, he raises the lotus and grants that ally resistance to the triggering damage and 10 (3d6) temporary hit points.

Legendary Actions (3/Round)

Discus Throw. Vishnu makes one Sudarshana Discus attack.

Serpent's Tide (Costs 2 Actions). Cosmic waters surge from beneath him. Each creature within 20 feet must succeed on a DC 17 Strength saving throw or be pushed 15 feet and knocked prone. The area becomes difficult terrain until the start of Vishnu's next turn.

Preserving Word (Costs 2 Actions). Vishnu speaks a word of order. One creature he can see within 60 feet regains 22 (4d8 + 4) hit points, and one condition (blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned) afflicting it ends.

A serene four-armed deity stands upon a coiled cosmic serpent, framed by towering walls of churning blue water; in his many hands he balances a war-mace, a spinning discus, a great conch, and a single perfect lotus.

Vishnu, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 16 HP 110 (scaled ×0.6) Speed 40 ft., fly 40 ft. (hover), swim 40 ft.
STR20+5
DEX18+4
CON22+6
INT18+4
WIS22+6
CHA24+7

Serpent-Bane (signature). Vishnu has advantage on attack rolls against creatures of the serpent or dragon kind, and is immune to poison damage and the poisoned condition.

Actions

Rending Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is Large or smaller, Vishnu can lift it and fly up to half its speed.

Reactions

Stormwing Veer. When a ranged attack hits Vishnu or its rider, Vishnu beats its wings; the rider gains a +3 bonus to AC against that attack, possibly causing it to miss.

The golden sun-eagle, mortal foe of every serpent, who bears the Preserver across the vault of heaven on wings like spread fire.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+24 (60) To-hit+4Save DC13

A radiant guardian for a low table. Open with Conch-Blast to scatter the cluster, then Discus the back-line caster. He revives a downed minion with Preserving Word before finishing a hero, so kill his nearest ward first to switch off Divine Preserver.

Tier 2Levels 5-10 · GUIDELINE
AC16HP13d8+65 (123) To-hit+7Save DC15

Lead with Conch-Blast on the densest knot, then Multiattack the most exposed PC. Spend legendary actions on Discus Throw between turns and Preserving Word to keep an ally up. Kill-priority for the party: drop his warded ally, then focus him.

Tier 3Levels 11-15 · NATIVE
AC18HP17d8+108 (184) To-hit+9Save DC17

His home tier, built to run solo against four PCs. Open with Conch-Blast, then Multiattack the deadliest striker. Between turns alternate Discus Throw and Serpent's Tide to keep melee prone in the water; spend Preserving Word only when his Divine Preserver ward is threatened. Parties must break Divine Preserver (kill or remove the warded ally) before his health bar means anything.

Put Vishnu on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Vishnu?

His native build is CR 11 (Tier 3, levels 11-15) at 7,200 XP, designed to hold his own as a solo centerpiece against a four-person party thanks to three legendary actions and the Divine Preserver trait. Scaled-down Tier 1 (~CR 2) and Tier 2 (~CR 6) versions are provided for lower tables.

Can Vishnu be a companion or ally?

Yes. As a lawful good preserver he fits naturally as a patron or temporary divine ally rather than an enemy. Use his Lotus Mercy reaction and Preserving Word to shore up the party, or field him alongside his sworn mount Garuda, statted as the companion in this record.

Does Divine Preserver make Vishnu unkillable?

No. It only holds him at 1 hit point while a creature he has warded is conscious within 60 feet. Once that ally is downed, charmed, banished, or moved out of range, the trait switches off and he can be killed normally. Solo encounters without minions disable it from the start.

Tell Us How It Ran

Played Vishnu at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included