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The Drowned Magistrate

Large undead, lawful evil

AC
18
HP
199
Speed
30
CR
13

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 199 (19d10 + 95)

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.

Actions

Multiattack. The magistrate makes two gavel attacks.

Gavel. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Bludgeoning damage plus 18 (4d8) Necrotic damage.

Contempt (Recharge 5–6). The magistrate rules on one creature he can see within 60 feet. The target must make a DC 18 Constitution saving throw, taking 54 (12d8) Necrotic damage on a failure, or half as much on a success. If this reduces the target to 0 hit points it dies, and rises as an assize clerk under the magistrate's control at the start of his next turn.

Adjourn. The magistrate calls the room to order. Each creature of his choice within 30 feet must succeed on a DC 17 Charisma saving throw or be unable to speak, cast a spell with a verbal component, or take a reaction until the end of its next turn.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022