Always seeking to be in motion, river spirits are temperamental. They tend to become aggressive with little prodding, and are equally quick to calm once their anger has been stilled. River spirits frequently establish relationships with humanoids which live nearby, and are known to grant boons in fish and clean water to those they like. When angered, their waters become turbulent rapids and dangerous eddies.
When a river spirit takes form, it transforms the water into a shape, often serpentine in nature. While in the water, it is exceptionally hard to detect.
River Spirit of the Land
Gargantuan fey (shapechanger, spirit), neutral
Armor Class 18 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 30 ft., swim 90 ft.
Saving Throws Dex +10, Wis +11
Skills Perception +11
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
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)
Cold Energy Type. The river spirit’s energy type is cold and its psychokinesis powers deal 2d8 additional cold damage. If the power is an energy power, it can deal cold damage instead of bludgeoning.
Power 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.
Restore Volume. At the start of each of its turns while in water, the river spirit regains 15 hit points.
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. It can use its action to create or alter this shape or return it to normal water.
Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (4d8 +5) bludgeoning damage.
Control Water. The river spirit casts the control water spell without requiring components or concentration.
Deluge (Recharge 6). The river spirit becomes a crashing wave and covers a 50-foot cube originating from it. Each creature within the area must make a DC 19 Dexterity saving throw. On a failed save, the target 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. On a successful save, it only takes half of the damage. The river spirit reforms within any adjacent space.
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 or reactivates hydrokinesis.
Envelop. The river spirit targets one creature within 10 feet of it. The creature must succeed on a DC 18 Strength saving throw or be grappled and restrained. The target can repeat the saving throw as an action.
Drown (Costs 2 Actions). The river spirit drowns a creature it grapples. As long as the creature remains grappled, it must hold its breath.
Restore Volume (Costs 2 Actions). The river spirit regains 15 hit points. It must be within 20 feet of a source of water.