Marsh Dire
Medium Undead neutral evil
- Armor Class: 15 (natural armor)
- Hit Points: 142 (15d8+75)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: Tome of Beasts 2, page 258
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
13 (+1) |
20 (+5) |
7 (-2) |
11 (+0) |
8 (-1) |
- Skills: perception +3
- Damage Immunities: poison
- Damage Resistances: fire, necrotic
- Condition Immunities: charmed, exhaustion, poisoned
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands all languages it knew in life but can’t speak
Special Abilities
- Cloying Stench: Any creature that starts its turn within 10 feet of the marsh dire must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. On a successful saving throw, the creature has advantage on saving throws against the marsh dire's Cloying Stench for the next 24 hours.
Actions
- Multiattack: The marsh dire makes three attacks: two with its claws and one with its strangling vine.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
- Strangling Vine: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can't breathe, speak, or cast spells with verbal components; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the marsh dire's turns. The marsh dire has three vines, each of which can grapple only one target.
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