Flood Admiral
Medium undead, lawful evil
She lost her flotilla to the spring surge of the year the levees broke, and she has been re-fighting that week ever since. The Flood Admiral's flag still flies over brown water wherever the river runs highest, and her skiffs row themselves out of the foam at her signal. She offers every crew one order: fall in. The riverbed is full of crews that did.
Armor Class 18 (drowned plate)
Hit Points 237 (25d8 + 125)
Speed 30 ft., swim 40 ft.
- STR
- 20 (+5)
- DEX
- 18 (+4)
- CON
- 20 (+5)
- INT
- 16 (+3)
- WIS
- 18 (+4)
- CHA
- 20 (+5)
Saving Throws Cha +9, Str +9
Skills Athletics +9, Perception +8, Intimidation +9
Damage Resistances necrotic, cold
Damage Immunities poison
Condition Immunities poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 18
Languages Common
Challenge 12
Traits
Legendary Resistance (2/Day). If the admiral fails a saving throw, it can choose to succeed instead.
Flotilla Call (1/Day). The admiral signals its fleet. For 1 hour, water within 60 feet of the admiral is difficult terrain for its enemies, and two spectral skiffs crew themselves in unoccupied water within 30 feet. Each skiff has AC 13 and 20 hit points, moves 40 feet across water, and can ram once per round dealing 10 (2d6 + 3) bludgeoning damage. The skiffs vanish if the admiral is destroyed.
Actions
Multiattack. The admiral makes three Tide Cutlass attacks.





