16 (natural armor)
135 (18d8+54)
walk 30 ft., swim 60 ft.
cold, fire, necrotic; bludgeoning, piercing, slashing from nonmagical weapons
poison
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
Common
9
The shadow river lord can move through a space as narrow as one inch wide without squeezing.
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.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (2d8) necrotic damage plus 7 (2d6) cold damage.
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.