# Shadow River Lord *Medium* *Undead* *neutral evil* - **Armor Class:** 16 (natural armor) - **Hit Points:** 135 (18d8+54) - **Speed:** swim 60 ft. walk 30 ft. - **Challenge Rating:** 9 (5,000 XP) - **Source:** Creature Codex, page 327 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 14 (+2) | 18 (+4) | 16 (+3) | 12 (+1) | 16 (+3) | 18 (+4) | - **Skills:** - **Damage Immunities:** poison - **Damage Resistances:** cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained - **Senses:** darkvision 60 ft., passive Perception 13 - **Languages:** Common ### Special Abilities - **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.