While the Nartheneen eschewed deity-centric religions, they paid reverence to three forces they saw as essential to life. Each was represented by a single word in the Nartheneen language but is best expressed as a hyphenated compound in Common: Waters-of-Life, Scorching-Light, and Mother-Source. Some Nartheneen were gifted with an affinity for channeling water magic, and they were called the river-blessed. Watersof- Life was in many ways the “good” in the Nartheneen view of good versus evil, and the river-blessed were seen as healers and saints.
Only members of the “lesser” castes could be river-blessed, identified by their animal heads: crocodile, feline, and hippopotamus. Crocodiles were the builders, capable of raising great edifices in mere moments and skilled at shaping battlefields. Those with feline heads were members of the merchant class, expert traders and, in a fight, not above cheating and conniving. Hippopotamus Nartheneen were stewards, responsible for agriculture and the physical health of others; they were menders and healers when called to take up arms.
RIVER-BLESSED
Medium humanoid (Nartheneen), lawful neutral
Armor Class 19 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 20 (+5) | 18 (+4) | 14 (+2) | 20 (+5) | 15 (+2) |
Saving Throws Dex +9, Con +8, Wis +9, Cha +6
Skills Acrobatics +9, History +6, Insight +9, Perception +9, Stealth +9, Survival +9
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 19
Languages Nartheneen
Challenge 11 (7,200 XP)
TRAITS
Foundations of the Lesser. The river-blessed is a member of one of the following castes, granting it the following traits and actions according to which animal head it possesses.
Crocodile – We Are Builders (1/Short or Long Rest). As a bonus action on each of its turns, the river-blessed can cast wall of stone. The river-blessed automatically succeeds on saving throws to maintain concentration on the effect. Once it has used this ability, it must finish a short or long rest before it can do so again.
Feline – Sleight of Paw. The river-blessed can take the Disengage action as a bonus action on each of its turns.
Additionally, once per turn, when the river-blessed hits a creature with a melee attack, it can attempt to steal one item, object, or weapon worn or carried by the target. The target must succeed on a DC 17 Dexterity saving throw or have the item taken by the river-blessed. A creature can attempt to recover a stolen item as an action by attempting a contested Strength (Athletics) or Dexterity (Acrobatics) check against the riverblessed’s Dexterity (Acrobatics). If the target wins, the item is returned.
Hippo – Waters-of-Life. As a bonus action on each of its turns, the river-blessed can conjure healing waters that wash over it or one creature it can see within 30 feet of it. The target regains 18 (4d8) hit points, and if the target is charmed, frightened, incapacitated, paralyzed, or stunned, those conditions immediately end.
ACTIONS
Multiattack. The river-blessed makes two Claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage, and until the end of the riverblessed’s next turn, attacks against the target have advantage.
Hydro Jet. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 38 (6d10 + 5) magical bludgeoning damage. If the target is a creature concentrating on an effect, it has disadvantage on any saving throws it attempts to maintain concentration in response to damage dealt by this attack.
Summon the Flood (Recharge 5–6). The river-blessed calls upon the blessings of the river to unleash a flood of magical energies. The exact effect is dependent on the river-blessed’s caste (see the Foundations of the Lesser trait).
Crocodile – Crushing Depths. The river-blessed chooses a creature it can see within 60 feet of it and dashes it against the ground with a barrage of water. The target must succeed on a DC 17 Constitution saving throw or take magical bludgeoning damage equal to the amount prevented by Warding of the River and be knocked prone and stunned until the end of its next turn. A successful saving throw halves the damage and the target is instead incapacitated until the end of its next turn. After using this ability, the damage prevented by Warding of the River resets to 0.
Feline – Mud of the Delta. The river-blessed brings forth a wave of dark, muddled water at a point it can see within 60 feet of it. The wave crashes down on all creatures within a 20-foot radius of that point, forcing them to succeed on a DC 17 Strength saving throw or take magical bludgeoning damage equal to half the amount the river-blessed has prevented with Warding of the River and become restrained until the end of their next turn. A successful saving throw halves the damage and prevents the restrained condition. Once the river-blessed uses this ability, the damage prevented by Warding of the River resets to 0.
Hippo – Shielding Shallows. The river-blessed and creatures of its choice within 30 feet of it are wreathed in magical, protective water. Each target gains temporary hit points equal to half of the damage prevented by Warding of the River. After using this ability, the damage prevented by Warding of the River resets to 0.
REACTIONS
Warding of the River. As a reaction when a creature the riverblessed can see within 30 feet of it takes damage, the river-blessed can extend a protective ward, causing the creature to take no damage instead. Record the amount of damage prevented in this way as a cumulative total. Unless expended, 10 minutes after the last time the river-blessed used this ability, this total resets to 0.
Ref: TPKB1 p185