Marsh Creature (5e Creature)

Marsh Creature

Medium monstrosity, unaligned


Armor Class 13 (natural armor)
Hit Points 42 (5d8 + 20)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 6 (-2)

Skills Stealth +5
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 3 (700 XP)


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.

ACTIONS

Multiattack. 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.
The marsh creature can detach itself by spending 5 feet of its movement. It does so after it drains at least 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the marsh creature with a DC 13 Strength check.

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.


Marsh creature

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.
When hunting, a marsh creature hides in tall grass of the marshes and swamps. When it spots possible prey, it leaps out, hoping to take the creature out. If the attack fails, the marsh creature becomes invisible and starts to run in circles around the prey, waiting for the right moment to strike.


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gollark: Not knowing the relevant physics opens up all kinds of possibilities!
gollark: What could possibly go wrong? Free coal or something!
gollark: I run two D-Ds feeding into a D-T.
gollark: I really must wonder why you would want the reactions like B11-B11, though...
gollark: The best (for power output) reaction is D-T, it seems.
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