Marsh Dire
Tome of Beasts 2
(3,900 XP)
Robinloft Estimated
CR
8
Armor Class
15 (natural armor)
Hit Points
142 (15d8+75)
Speed
30 ft., swim 30 ft.
STR
18
(+4)
DEX
13
(+1)
CON
20
(+5)
INT
7
(-2)
WIS
11
(+0)
CHA
8
(-1)
Saving Throws
—
Skills
Perception +3
Damage Resistances
fire, necrotic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
understands all languages it knew in life but can't speak
Environments
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.
Marsh Dire
Not yet described
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