Shadow River Lord

Shadow River Lord

Medium undead, neutral evil
  • Armor Class 16 (natural armor)
  • Hit Points 135 (18d8+54)
  • Speed 30 ft., swim 60 ft.
  • STR
    14 (+2)
  • DEX
    18 (+4)
  • CON
    16 (+3)
  • INT
    12 (+1)
  • WIS
    16 (+3)
  • CHA
    18 (+4)
  • Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common
  • Challenge 9 (5,000 XP)
  • Amorphous. The shadow river lord can move through a space as narrow as one inch wide without squeezing.

Actions

  • Multiattack. The shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn.
  • Greenfire Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.
  • Shadowfrost Bolt. Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (2d8) necrotic damage plus 7 (2d6) cold damage.
  • Shadow Geyser (Recharge 6). The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.