The Drowned Magistrate
Large undead, lawful evil
The Assize was hearing a case about the lantern levy when the marsh came in, and the magistrate has not risen. He has swollen to nearly twice the height he was and is still, by his own reckoning, in session — the water is a formality, the clerks are present, and anyone who enters the chamber has thereby entered an appearance.
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft., swim 40 ft.
- STR
- 20 (+5)
- DEX
- 12 (+1)
- CON
- 20 (+5)
- INT
- 15 (+2)
- WIS
- 17 (+3)
- CHA
- 18 (+4)
Saving Throws Cha +9, Con +10, Wis +8
Skills History +7, Insight +8, Intimidation +9
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Aquan
Challenge 13
Traits
In Session. While the magistrate is conscious, every undead within 60 feet of him has advantage on saving throws and cannot be turned.
Entered an Appearance. A creature that enters the chamber, or that speaks within 60 feet of the magistrate, is a party to proceedings. The magistrate has advantage on attack rolls against parties to proceedings, and they have disadvantage on saving throws against Contempt.
Legendary Resistance (2/Day). If the magistrate fails a saving throw, he can choose to succeed instead.





