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.