Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
understands all languages it knew in life but can't speak
Resistances & Immunities
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
GM Tips: Using Marsh Dire
When using Marsh Dire in your D&D 5e campaign, consider these tactical approaches:
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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
Player Guide: Facing Marsh Dire
When your party encounters this creature, keep these strategies in mind:
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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
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
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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Related D&D 5e Content
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