Medium Monstrosity, Typically Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 30 ft., Swim 40 ft.
STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws STR +6, CON +7, WIS +4
Damage Vulnerabilities Fire
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 120, Passive Perception 15
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The Black Marsh Salamander has advantage on saving throws against spells and other magical effects.

Pack Tactics. The Black Marsh Salamander has advantage on an attack roll against a creature if at least one of the Salamanders allies is within 5 feet of the creature and the ally isn't incapacitated.

Shed Skin. The Black Marsh Salamander has Advantage on Grapple Checks (Strength) when Escaping Grapples. Leaving behind a Shed Skin version of a Black Marsh Salamander can only be used ones per Long Rest.

Diseased Flesh. When struck by a Melee attack, the attacker must make a DC16 Constitution Check, or Become Afflicted with Rosen Doom.

 

Actions

Multiattack. The Black Marsh Salamander can makes Two Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d10) poison damage.

Spit Poison. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 15 (3d8) poison damage on a failed save, or half as much damage on a successful one.

Mythic Actions

.

Description

The Black Marsh Salamander are humanoid monstrosity creatures that stalk dark, humid areas like sewers, swamps, or jungle areas resembling like Lizardman, but with amphibian characteristics there main Food source are the Grung species adapting a particular taste for there poison but they will still hunt other Humanoid species like Humans, Elves, dwarves, and halflings.

Habitat: ForestSwampUnderdark

CarnivalJack

Comments

Posts Quoted:
Reply
Clear All Quotes