Marsh Dire
Medium Undead, neutral evil (CR 8)Armor Class 15 natural armor
Hit Points 142 (15d8+75)
Speed 30 ft., swim 30 ft.
18 (+4)
13 (+1)
20 (+5)
7 (-2)
11 (+0)
8 (-1)
Skills perception 3
Senses darkvision 60 ft., passive Perception 13
Languages understands all languages it knew in life but canāt speak
Challenge Rating 8
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 canāt breathe, speak, or cast spells with verbal components; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the marsh direās turns. The marsh dire has three vines, each of which can grapple only one target.
sizeMedium
typeUndead
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception3
damage_vulnerabilities
damage_resistancesfire, necrotic
damage_immunitiespoison
condition_immunitiescharmed, exhaustion, poisoned
cr8
reactions
legendary_desc
legendary_actions
special_abilitiesname: Cloying Stench,desc: 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 direās Cloying Stench for the next 24 hours.
spell_list
page_no258
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
Find the complete stats on: Open5e
Tome of Beasts 2, page no. 258