Swamp Sovereign.
The shaman ignores difficult terrain caused by mud, shallow water, reeds, or vegetation.
Spiritual Authority.
All allied Nakudama within 30 feet of the shaman have advantage on saving throws against being frightened.
Spirit Medium.
The shaman can see and communicate with spirits and incorporeal creatures within 60 feet, even if they are invisible.
Multiattack.
The shaman makes two attacks with its Spirit Staff or casts a spell and makes one staff attack.
Spirit Staff.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.
Call of the Mire (Recharge 5–6).
Spectral swamp spirits erupt in a 20-foot-radius area centered on the shaman.
Creatures of the shaman’s choice in the area must make a DC 14 Wisdom saving throw or be frightened until the end of their next turn. While frightened this way, a creature’s speed is reduced to 0.
The Stillmire Shaman is a 7th-level spellcaster. Wisdom is its spellcasting ability (spell save DC 14, +6 to hit with spell attacks).
It requires no material components for its spells.
At will:
• thaumaturgy
• druidcraft
• poison spray
3/day each:
• entangle
• fog cloud
• cause fear
• lesser restoration
1/day each:
• summon shadowspawn (described as swamp spirits or ghost-frogs)
• blight
Spirit Intercession (1/round).
When a creature the shaman can see within 30 feet takes damage, the shaman reduces that damage by 1d10 + 3 as a spirit partially absorbs the blow.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Stillmire Shaman stands knee-deep in murk, draped in moss, bone charms, and spirit-tethers that glow with sickly marshlight. Ghostly forms drift at its side, answering subtle gestures and whispered prayers in Naku Naku. Its presence bends the swamp itself, as if the mire listens when it speaks.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
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If the [monster name] dies, these effects fade over the course of #d# days.
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