Marsh Dire
Medium Undead, neutral evil
This waterlogged humanoid is partially rotting and has plant matter, including a trio of whipping vines, infused in its body._
Drowned Dead. Marsh dires are the animated remains of humanoids who drowned in marshlands, weighted down by muck and held in place by constricting vines. The bodies decay for several weeks and incorporate the plants that aided in their demise. After they complete this process, they rise as undead, often mistaken as Open Game License
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)
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
Challenge 8
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
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.






