monsters fey cr-11-16 Tome of Beasts 2023

River King

Medium Fey, CR 16. From Tome of Beasts 2023.

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River King

Medium Fey, Chaotic Neutral

Armor Class 18 (natural armor)

Hit Points 190 (20d8 + 100)

Speed 60 ft.

STR
21 (+5)
DEX
17 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)

Saving Throws Dex +8, Con +10, Wis +6

Skills Intimidation +8, Nature +7, Perception +6, Stealth +8

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened

Senses blindsight 10 ft., darkvision 120 ft., passive Perception 16

Languages Common, Elvish, Giant, Primordial

Challenge 16 (15,000 XP)

Amphibious. The River King can breathe air and water.
Legendary Resistance (3/Day). If the River King fails a saving throw, he can choose to succeed instead.
Riparian Weapons. The River King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 10 (3d6) poison damage (included in the attack).

Actions

Multiattack. The River King makes two Longsword or Flood Blast attacks.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) poison damage.
Flood Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 30 feet away from the River King and knocked prone.
Grasping Whirlpool (Recharge 5-6). The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex appears in the shape of a cylinder that is 15 feet tall with a 10-foot radius. Each creature in the area must make a DC 18 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is restrained. On a success, a creature takes half the damage, isn't restrained, and can choose to be pushed out of the whirlpool's space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. While restrained, a creature is unable to breathe unless it can breathe water, and it must succeed on a DC 18 Strength saving throw at the end of each of its turns or take 18 (4d8) bludgeoning damage. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. A creature with a swimming speed has advantage on the saving throw and on the Strength check to escape.
Spellcasting. The River King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 16): At will: create or destroy water, water breathing 3/day each: freedom of movement, control water 1/day: control weather (as an action)

Reactions

Blade Current. When a creature within 5 feet of the River King stands up from prone, he can make one Longsword attack against that creature.

Legendary Actions

The River King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The River King regains spent legendary actions at the start of his turn.
Attack. The River King makes a Longsword or Flood Blast attack.
Flow. The River King moves up to his walking speed, or swims up to half his swimming speed, without provoking opportunity attacks.
Ripple (Costs 2 Actions). The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, attack rolls against him have disadvantage.


Source: Tome of Beasts 2023 © 2023, Open Design LLC. Used under the Open Gaming License v1.0a.

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