Magical Absorption: Any magic used against the Creature of the Marsh (CoM) will be absorbed into it and can be re-casted by CoM. CoM is also impervious to magic.
Water Breathing: CoM can breathe and swim through its water and its habitat.
Impenetrable Armor: Any attack landed on the armor of CoM is halved.
Action Name.
Slash. Melee Attack: Hit +10 for 4d10 + Strength modifier
Bite. Melee Attack: Hit +10 for 4d12 + Strength modifier
Charge. Melee Attack: CoM charges any direction it chooses for 40ft, any creature within its path must make a DC 17 Dexterity saving throw or take.
Dive:
Magical Redirection: Any spell performed against CoM will be redirected towards the caster without any damage modifiers however the hit DC is whatever the spells save DC is plus CoM's modifier is for that spell.
(Ex: If a spell caster casts a spell that uses a 12 Dexterity save in order to avoid it, once its redirected, the spell caster must make a DC 17 Dexterity save)
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Creature of the Marsh is an unknown creature which evades categorization and is an insult to mother natures creations. Despite its hunched appearance it stands tall enough to be shoulder to shoulder with giants and has armor that could deflect the mightiest of blows. It has developed a dark green color in order to blend in with its murky surroundings with the only breaks in this color being the bulging, milky white eyes and its yellow claws and teeth which jut out of its maw much like an anglerfish. Despite its size, once it slips into the depths of the waters it moves as if it were never there to begin with. Its arms extend to a disturbing length from its body to the point where if it were to walk on solid land its elbows would almost touch the ground.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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