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5ead/monsters/md/tome_of_beasts_2/marsh-dire.md
2025-06-07 07:58:30 -05:00

1.7 KiB
Raw Blame History

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 cant 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.