Riverine

Journeys through the Radiant Citadel p. 133

Size
Large
Type
fey
Alignment
any alignment
AC
14
Hit Points
204 (24d10+72)
Speed
walk 30 ft., swim 60 ft.
Saving Throws
Wis +7, Cha +9, Int +5
Skills
Insight +7, Nature +5, Perception +7
Resistances
acid, fire
Senses
blindsight 60 ft.
Passive Perception
17
Languages
Aquan, Common, Sylvan
Challenge
12
STR
20
+5
DEX
19
+4
CON
17
+3
INT
12
+1
WIS
16
+3
CHA
21
+5

Traits

Proficiency Bonus

+4

Amphibious

The riverine can breathe air and water.

Legendary Resistance (3/Day)

If the riverine fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Actions

Spellcasting

The riverine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

  • At will: control water, fog cloud
  • 1/day: greater restoration

Multiattack

The riverine makes two Flood Strike attacks.

Flood Strike

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Whirlpool Step (Bonus Action)

The riverine magically teleports to an unoccupied space it can see within 30 feet of itself. Both the space it leaves and its destination must be in or on the surface of water.

Legendary Actions

Legendary Actions (3/Turn)

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

recharge

3/TURN

Whirlpool Rush

The riverine uses its Whirlpool Step. Immediately after it teleports, each creature within 5 feet of the riverine's destination space takes 5 (1d10) cold damage.

Raging Deluge (Costs 2 Actions)

The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Spells

greater restoration

Other data

description