River Marshal
Medium undead, lawful evil
He drowned with the writ still dry in his oilskin, and the Reach never let him file it. The River Marshal rides the levee road on a horse made of river fog, badge lit like a banked coal, reading the same warrant to every camp he passes. Pay the fine or join the posse; those are the only two verdicts he ever learned.
Armor Class 17 (spectral coat and badge)
Hit Points 199 (21d8 + 105)
Speed 30 ft.
- STR
- 18 (+4)
- DEX
- 18 (+4)
- CON
- 20 (+5)
- INT
- 11 (+0)
- WIS
- 18 (+4)
- CHA
- 16 (+3)
Saving Throws Wis +8
Skills Perception +8, Intimidation +7, Investigation +4
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 18
Languages Common
Challenge 9
Traits
Legendary Resistance (2/Day). If the marshal fails a saving throw, it can choose to succeed instead.
Posse Call (1/Day). The marshal whistles up two living-deputy spirits in unoccupied spaces within 30 feet of it. Each deputy has AC 13 and 11 hit points, lasts 1 hour, and can make one spectral lariat attack dealing 5 (1d6 + 2) bludgeoning damage. A deputy vanishes if the marshal is destroyed.
Actions
Multiattack. The marshal makes three Deadeye Shot attacks.
Deadeye Shot. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 20 (3d10 + 4) necrotic damage.





