Always seeking to be in motion, river spirits are temperamental. They tend to become aggressive with little prodding, and equally quick to calm down when their anger has been stilled. River spirits frequently establish relationships with humanoids which live near its riverbed, and when on good terms can grant boons in fish and clean water. When angered, their waters become inhospitable rapids that drown those foolish enough to approach.

    When a river spirit takes on a shape, it transforms the water into a shape, often serpentine in nature. While in the water, they are exceptionally hard to detect.

River Spirit of the Land

Gargantuan fey (possessor, shapechanger, spirit), neutral

Armor Class 18 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 30 ft., swim 90 ft.

20 (+5)20 (+5)25 (+7)20 (+5)23 (+6)19 (+4)

Saving Throws Dex +10, Wis +11
Skills Perception +11
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses aurasight 300 ft. blindsight 300 ft., passive Perception 21
Languages telepathy 300 ft.
Challenge 21 (33,000 XP)

Shapechanger. The river spirit can shape its host into a massive form up to 100 feet tall or long. It typically fashions a serpentine form, but can take any shape so long as it’s a singular mass. It can use its action to create or alter this shape or return it to normal water.

Manifesting. The river spirit is a 15th-level manifester. Its manifesting ability is Wisdom (power save DC 19, +11 to hit with power attacks). It has 345 power points to spend on the following powers: elastic body, energy cloak, energy storm, hydrokinesis, telekinetic grasp.

Cold Energy Type. The river spirit can imbue telekinetic powers with the cold subtype, dealing an additional 2d8 cold damage. If the power is an energy power, it can change the damage type to cold and increase the damage by one die. Each creature that takes cold damage from an imbued power or fails its saving throw against it has a -2 penalty on weapon attack rolls, ability checks, and AC until the end of its next turn.

Restore Volume. At the start of each of its turns while in water, the river spirit regains 2d10 + 7 hit points.

Freeze. If the river spirit takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.


Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (4d8 +5) bludgeoning damage.

Control Water. The river spirit moves water as control water. It lasts for 1 minute and doesn’t require concentration.

Deluge (Recharge 6). The river spirit becomes a crashing wave and covers a 50-foot square surface adjacent to the river spirit. Each creature within the area must make a DC 18 Constitution saving throw. If the save is failed, the creature takes 21 (6d6) bludgeoning damage and 21 (6d6) cold damage, is knocked prone, and has its movement speed reduced by half until the end of its next turn. If successful, the creature only takes half the damage. The river spirit can choose any adjacent space to the affected area to reform within.

Water Breath (Recharge 6). Each creature within a 60-foot cone originating from the river spirit must make a DC 19 Dexterity saving throw. On a failed save the creature takes 21 (6d6) bludgeoning damage plus 21 (6d6) cold damage and is pushed 20 feet. On a successful save, the creature takes only have the damage and is pushed 10 feet.

Legendary Actions

The river spirit can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The river spirit regains spent legendary actions at the start of its turn.

Attack. The river spirit makes one slam attack or can use its water breath attack if available.

Manifestation. The river spirit manifests hydrokinesis.

Envelop. The river spirit targets one creature within 10 feet of it. The creature must make a DC 18 Strength saving throw or be grappled and restrained. It may use its action to attempt the Strength saving throw again. If successful, the river spirit must choose a space within 10 feet of it to deposit the escaped creature.

Drown (Costs 2 Actions). The river spirit causes a creature it grapples to drown. So long as the creature remains grappled, it must hold its breath.

Restore Volume (Costs 2 Actions). The river spirit regains 2d10 + 7 hit points. It must be within 20 feet of a source of water.