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.
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