34 lines
1.7 KiB
Markdown
34 lines
1.7 KiB
Markdown
# Shadow River Lord
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*Medium* *Undead* *neutral evil*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 135 (18d8+54)
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- **Speed:** swim 60 ft. walk 30 ft.
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- **Challenge Rating:** 9 (5,000 XP)
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- **Source:** Creature Codex, page 327
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 18 (+4) | 16 (+3) | 12 (+1) | 16 (+3) | 18 (+4) |
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- **Skills:**
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- **Damage Immunities:** poison
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- **Damage Resistances:** cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
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- **Condition Immunities:** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
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- **Senses:** darkvision 60 ft., passive Perception 13
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- **Languages:** Common
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### Special Abilities
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- **Amorphous:** The shadow river lord can move through a space as narrow as one inch wide without squeezing.
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### Actions
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- **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.
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- **Greenfire Staff:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.
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- **Shadowfrost Bolt:** Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (2d8) necrotic damage plus 7 (2d6) cold damage.
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- **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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