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Marsh Dire 2014

CR 8 undead

Medium undead, neutral evil


Armor Class
15 (natural armor)
Hit Points
142 (15d8+75)
Speed
30 ft., swim 30 ft.

STR18 (+4)
DEX13 (+1)
CON20 (+5)
INT7 (-2)
WIS11 (+0)
CHA8 (-1)

Saving Throws
Skills
Perception +3
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
Challenge
8 (3,900 XP) · Proficiency Bonus +3

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.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details