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River Marshal

Medium undead, lawful evil

AC
17
HP
161
Speed
30
CR
9

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 161 (17d8 + 85)

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 Attack Roll: +8, range 80/320 ft. Hit: 20 (3d10 + 4) Necrotic damage.

Writ Sabre. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.

Legendary Actions

Lawman's Shot. The marshal makes one Deadeye Shot attack.

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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