Marsh Creature (5e Creature)
Marsh Creature
Medium monstrosity, unaligned Armor Class 13 (natural armor)
Skills Stealth +5 Cold Blooded. The marsh creature's thermoregulation is similar to that of a frog or a lizard. This makes it impossible to identify it via infravision. Standing Leap. The marsh creature's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sunlight Sensitivity. While in sunlight, the marsh creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONSMultiattack. marsh creature makes two attacks with its claws. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the marsh creature attaches to the target. At the start of each of the marsh creature's turns, the target loses 6 (1d6 + 3) hit points due to blood loss. Invisibility. The marsh creature magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the marsh creature wears or carries is invisible with it.
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The marsh creature is a type of bloodsucker, which is almost twice as strong and agile as an underground bloodsucker. Many think that bloodsuckers are the peak of camouflage, but they will be surprised to see the marsh creature is even stealthier. Besides the standard ability to become invisible, the marsh creature is hard to spot on its own because of what seems to be either moss or just natural green hair growing on its body. Probably its most distinct feature is the ability to jump incredible distances, even while holding their prey in their hands. |
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