# 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.