Immutable Form. Margit is immune to any spell or effect that would alter his form.
Innate Spellcasting. Margit’s spellcasting ability is Charisma, (spell save DC 20, +12 to hit with spell attacks). Margit can innately cast the following spells, requiring no spell components:
At Will: Command, Dancing Lights, Detect Evil and Good, Grasping Vine, Grease, Inflict Wounds
3/Day Each: Blight, Darkness, Dispel Evil and Good, Misty Step, Scrying, Wall of Thorns, Wither and Bloom
1/Day Each: Control Weather, Finger of Death, Insect Plague, Plant Growth
Magic Weapons. Margit’s weapon attacks are considered magical.
Swamp Stealth. Margit has advantage on Dexterity (Stealth) checks to hide in swamp and marsh terrain.
Multiattack. Margit can make three attacks: One with his Bone Dagger, one with his Gnarled Staff, and one with his Tail.
Bone Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 120 ft., one target. Hit: 11 (2d4 + 6) piercing damage. On a hit, the target must succeed on a DC 20 Constitution saving throw. On a failed save, the target is poisoned for one minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a successful save. If thrown, this weapon immediately flies back to Margit’s open hand after the attack.
Gnarled Staff. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. On a hit, the target must succeed on a DC 20 Constitution saving throw. On a failed save, the target takes 21 (6d6) necrotic damage, and their hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target completes a long rest. The target dies if its hit point maximum is reduced to 0.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 6) bludgeoning damage. On a hit, the target must succeed on a DC 20 Strength saving throw. On a failed save, the target is knocked prone.
Crushing Leap (Recharges 5–6). Margit makes a standing leap up to 40 feet long and 20 feet high, with or without a running start. All creatures that are size Large or smaller in the space that Margit lands in must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature takes 28 (4d10 + 6) bludgeoning damage, is knocked prone, and is restrained beneath Margit. A creature restrained in this way can use an action to make a DC 20 Dexterity (Acrobatics) or Strength (Athletics), freeing themselves on a success. A creature restrained in this way is also automatically freed if Margit moves out of their space. On a successful save, a creature is moved to an unoccupied space of their choice within 5 feet of Margit.
Margit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Margit regains spent legendary actions at the start of each of his turns.
Cast Spell. Margit cast one of his spells from his Innate Spellcasting list using a charge as normal.
Dagger. Margit can make a single attack with his Bone Dagger.
Move. Margit moves up to half his movement speed.
Tail Sweep (Cost 2 Actions). Margit makes a Tail attack against each target of his choice within reach.
Description
Margit, The Fell Omen. A 20 feet tall humanoid with gray purple skin, and a long reptilian tail. Margit’s head, shoulders, back, tail, and forearms sprout with rotten twisted horns and antlers. Margit does not mind people passing through his swamp, so long as they respect the land and pay him a tax. Margit will accept almost anything as payment as long as the payment equals at least 25 gp.
He holds a staff made of dark wood and a ribbed horn twisting around each other. At the top of the staff a blood red uncut crystal is held by the crooked fingers of the staff.
Little Friends. Margit is always accompanied by 4 (1d6 + 1) Will-o’-Wisp (Variant). They are friendly to Margit and his allies. They are not under Margit’s control, but will attack creatures' hostel to him, and will take actions to aid and protect him.
Lair and Lair Actions
Shadow Marsh
Margit, The Fell Omen, holds domain over the Shadow Marsh. A cursed swamp infected with undead, hungry plants, dangerous monsters, and evil fey. Hidden within the darkest of shadows of the swamp, there are tears in the fabric of the planes. Creating two way portals between the Material Plane the Shadowfell and the darker parts of the Feywild.
On initiative count 20 (losing initiative ties), Margit takes a lair action to cause one of the following effects: Margit cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Animate Tree. Margit magically animates one tree he can see within 120 feet of him. The tree uses the Awakened Tree stat block. An animated tree acts as an ally of Margit. The tree remains animate for one day, until it dies, or until Margit dies. The tree then takes root if possible.
- Grasping Tendrils. The ground in a 10–foot–radius centered on a point within 120 feet of Margit sprouts tar covered roots and vines. All creatures on the ground within the area when the grasping roots and vines appear must succeed on a DC 14 Strength saving throw. On a failed save, a creature is restrained until the start of the next lair action, (initiative count 20). The area is also considered difficult terrain until the roots and vines are cleared.
- Toxic Cloud. A 20–foot–radius sphere cloud of green poisonous gas appears centered on a point within 120 feet of Margit. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air until the start of the next lair action, (initiative count 20). Each creature that is completely within the cloud at the start of its turn must succeed on a DC 14 Constitution saving throw. On a failed save a creature is poisoned until the star of its next turn. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after one round.
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