Boatman

Large fiend, neutral evil

Armor Class

17 (natural armor)

Hit Points

67 (9d10 + 18)

Speed

30 ft.

Skills

Percerption +7, Stealth +6

Damage Immunities

necrotic, poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 60ft.

Languages

Common, Abyssal, Undercommon

Challenge

6

Evasion

If the boatman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the boatman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting

The boatman's innate spellcasting ability is Wisdom (spell save DC 15, +7 with spell attacks). The boatman can innately cast the following spells, requiring no components. • At will: detect evil and good, prestidigitation • 3/Day: burning hands, detect thoughts • 1/Day: scroching ray, suggestion

Magic Resistance

The boatman has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The boatman makes two attacks with its oar spear.

Oar Spear

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning or piercing damage plus 4 (1d8) necrotic damage.

Dark Touch

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d8) necrotic damage. The target must also succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the affected creature takes a long rest.