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Marsh Dire

Medium · Undead · CR 8 · Neutral Evil

Armor Class
15 (natural armor)
Hit Points and Hit Dice
142 (15d8+75)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
13
+1
CON
20
+5
INT
7
-2
WIS
11
+0
CHA
8
-1

Overview

Category Monsters
Size Medium
Type Undead
Alignment Neutral Evil
XP 3900
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Skills

Perception +3

Languages

understands all languages it knew in life but can't speak

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
fire, necrotic
Condition Immunities
charmed, exhaustion, poisoned

Traits

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

Claws

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 slashing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.

Multiattack

The marsh dire makes three attacks: two with its claws and one with its strangling vine.

Strangling Vine

+7 to hit, reach 10 ft (3 m). Hit: 2d8+4 plus 2d6 necrotic damage.

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.

About Marsh Dire

Marsh Dire is a medium undead with a Challenge Rating of 8. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 142 hit points (derived from 15d8+75).

Marsh Dire has communication capabilities including understands all languages it knew in life but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Marsh Dire

1 tips available

When using Marsh Dire in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Marsh Dire

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 8.

Solo Encounter:

A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 7,200 XP
  • Hard: 10,800 XP
  • Deadly: 14,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Marsh Dire?
Marsh Dire has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
What type of creature is Marsh Dire?
Marsh Dire is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Marsh Dire speak?
Marsh Dire can communicate in understands all languages it knew in life but can't speak.

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