Shadow River Lord
Medium Undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 135 (18d8+54)
Speed swim +60, walk +30
Challenge 9
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages Common
Special Abilities
Amorphous. The shadow river lord can move through a space as narrow as one inch wide without squeezing.
Actions
Multiattack. The shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Greenfire Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Shadowfrost Bolt. Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (2d8) necrotic damage plus 7 (2d6) cold damage.
Shadow Geyser (Recharge 6). The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.
Source: Creature Codex · OGL/Open