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Flood King

Medium fey, chaotic neutral

AC
16
HP
180
Speed
30
CR
8

Upriver folk leave a tithe of bread and nails at the fords, and they call the taker the Flood King. He comes out of the morning mist in a coat of fish-skin and demands his toll with a duelist's courtesy and a river's patience.


Armor Class 16 (fish-skin coat and river gifts)

Hit Points 180 (19d8 + 95)

Speed 30 ft., swim 40 ft.


STR
16 (+3)
DEX
19 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
19 (+4)

Saving Throws Cha +7, Dex +7

Skills Perception +6, Persuasion +7

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks while in contact with water

Senses darkvision 60 ft., passive Perception 16

Languages Aquan, Common, Elvish, Sylvan

Challenge 8


Traits

River Passage. The king can move across the surface of water without penalty, and water within 10 feet of him counts as difficult terrain for his enemies.

Magic Weapons. The king's weapon attacks are magical.

Actions

Multiattack. The king makes three current-blade attacks.

Current-Blade. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Slashing damage.

Command Water (Recharge 5–6). The king raises a wave and ruins the footing. Each creature of his choice within 30 feet of him that is standing in or beside water must make a DC 16 Constitution saving throw. On a failed save a creature takes 27 (6d8) Bludgeoning damage, is pushed 15 feet away from the king, and is knocked prone. On a successful save it takes half as much damage and is neither pushed nor knocked prone. The ground in a 20-foot radius around the king becomes difficult terrain of churned mud and water until the end of his 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