Flood King
Medium fey, chaotic neutral
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 Weapon Attack: +7 to hit, reach 5 ft., one target. 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.





