
Captain Greezle, the Marsh Sentinel
Medium Humanoid (Amphibian), Neutral Good
Armor Class: 15 (Natural Armor)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft. (walk), 40 ft. (swim)
Challenge Rating: CR 3 (700 XP)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 | 18 | 14 | 12 | 16 | 10 |
Saving Throws: Strength +4, Dexterity +6, Constitution +4, Wisdom +5
Skills: Stealth +8, Perception +5, Survival +5, Acrobatics +6
Damage Vulnerabilities: Fire damage
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: None
Condition Immunities: Prone
Senses: Darkvision 60 ft., Passive Perception 15, Tremorsense 30 ft. (only in swamp terrain)
Languages: Common, Sylvan, Understands but doesn’t speak Aquan
Spellcasting
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Actions & Abilities
Multiattack: Captain Greezle makes three attacks: one with his Marsh Cutter and two with his Webbed Slashing Strike.
Marsh Cutter: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 4 slashing damage. In addition, if the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone.
Webbed Slashing Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage plus 1d6 poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.
Ambush Tactics: Captain Greezle can invoke his innate understanding of the swamp to gain advantage on the first attack he makes on any creature that has not detected him yet. This ability can be used once per turn.
Call of the Marsh (Recharge 5-6): Captain Greezle summons natural allies to aid him in battle. He can choose one of the following options: Swamp Stalkers: Summons two Swamp Stalkers (CR 1/4) that will act on their own initiative. Giant Frog: Summons one Giant Frog (CR 1/4) which can leap toward the nearest enemy and attack with a bite.
Stealthy Retreat (Recharge 4-6): When Greezle is reduced to half his hit points or less, he can use his action to meld into the environment, becoming invisible until the start of his next turn. While invisible, he can also move without leaving a trace, gaining advantage on his next attack.
Frightful Roar (Recharge 5-6): As a bonus action, Greezle emits a terrifying croak that resonates through the marsh. Each creature of his choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.
Swamp Guise: Captain Greezle can use a bonus action to camouflage himself in the marsh. For the next minute, he gains advantage on Stealth checks made to hide in wetland terrain. Additionally, attacks against him have disadvantage while he is in his hidden state.
Reed Sprint: Greezle can use his action to dash through the marsh, allowing him to move up to double his movement speed. If he ends this movement within five feet of a creature, he can make one Webbed Slashing Strike attack as a part of that action.
Appearance
- Size and Shape: The Marsh Sentinel stands approximately 6’2”, possessing a tall and lithe physique reminiscent of an athletic human. However, its body is elongated and sinewy, exhibiting an agility that hints at both grace and predatory prowess. The structure is robust enough to withstand direct confrontations yet slender enough to navigate the densely packed marshland effortlessly.
- Coloration: Captain Greezle is cloaked in mottled green and brown scales that seamlessly blend with the marshy surroundings, enabling him to melt into the vibrant chaos of the landscape. The shading shifts subtly from forest greens to earthy browns, mimicking the dappled light filtering through the trees and reflecting the murky waters beneath.
- Texture and Surface Features: The scales that cover Greezle’s body are smooth to the touch, yet possess a slight sheen that prevents moisture from evaporating. Small ridges trace the contours of his form, enhancing his camouflage and providing an added layer of defense against physical attacks. His skin is slightly moist, reflecting the humidity of the swamp, and contributes to a natural olfactory camouflage that masks both his scent and presence.
- Facial Features: Greezle’s face is relatively humanoid but elongated, giving it an amphibious quality. His wide-set, bulbous eyes are a striking yellow-green, glowing faintly even in dim light, allowing him to see clearly in the marsh’s twilight. His mouth is filled with sharp, pointed teeth adapted for both intimidation and defense. Above his eyes, two small ridges form a semblance of brow, lending him an expressive range that hints at intelligence and contemplation.
- Limbs and Appendages: Captain Greezle possesses strong arms that end in webbed fingers, each digit elongated and dexterous, designed for both manipulation of weapons and grasping slippery surfaces. His legs are equally sturdy, with a slight bend at the knee that suggests superior jumping ability for sudden movements across both land and water. His feet are equipped with webbing between the toes, allowing him to traverse water with skill and speed.
- Special Features: Greezle’s most distinctive feature is the unique forked sword known as “The Marsh Cutter,” which he wields with an agile grace. Its blade shimmers with an unfamiliar metallic sheen and occasionally shifts colors, making it harder to predict his strikes. Additionally, the faint glow of his eyes intensifies when he calls upon the natural creatures of the marsh for assistance, signaling his deep connection with the domain.
- Posture and Movement: Greezle carries himself with an upright posture, radiating confidence and authority. His movements are fluid and purposeful, combining the grace of a predator with the silent stealth akin to that of a stalking shadow. He is capable of darting swiftly between cover and leaping from the water onto the land with surprising agility, emphasizing his role as a sentinel of the marsh.
- Additional Notable Traits: The piecemeal armor Greezle dons consists of hardened leather plates, augmented with crustacean shells that form jagged protective layers. The armor is painted in natural muddy pigments, seamlessly blending him with the environment. A tattered cape made from woven reeds and vines trails behind him, adding to his ethereal presence within the fog and shadows of the marsh. The sounds of croaking frogs and rustling leaves harmonize with his movements, further shrouding him in nature’s symphony and elevating his role as an integral part of the marshland he protects.
Tactical Information
Tactical Information for Captain Greezle, the Marsh Sentinel
Combat Behavior
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Ambush Tactics:
- Stealth Approach: Greezle utilizes his advantage in the marsh environment to remain unseen, actively seeking to ambush his foes. Given his advantage on Stealth checks, he will lay in wait among the dense foliage, using the sounds of the marsh to mask his presence.
- Initiative Advantage: Greezle will roll Stealth checks to ambush when he perceives the adventurers making their way through the marshland. If successful, he gains a surprise round, allowing him to initiate combat by targeting the highest threat (usually spellcasters or support characters).
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Hit-and-Run Strikes:
- Mobility: With a speed of 30 feet and high mobility, Greezle performs quick strikes before retreating to coverage. His Agile Maneuever allows him to take the Disengage action as a bonus action after making a melee attack, repositioning himself within the shadows of the swamp.
- Environmental Use: He may use difficult terrains, such as thick water lilies, overgrown roots, and marsh mounds, to increase his evasiveness and avoid returning fire.
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Summoning Natural Allies:
- When facing overwhelming odds, Greezle uses his Summon Allies ability, which allows him to call upon either two Swamp Stalkers or one Giant Frog. These creatures will immediately engage the nearest adventurers, creating distractions or aiding in flanking maneuvers.
- Greezle would use the summoned creatures tactically—Swamp Stalkers will harass spellcasters while the Giant Frog targets melee fighters, attempting to grapple them.
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Regrouping and Tactical Retreats:
- If the outcome of battle becomes unfavorable for Greezle, he will utilize his knowledge of the marsh to create an escape route. He can submerge into the swamp, disappearing from view by entering water to hide and plan his next move, waiting for an opportune moment to strike again.
Narrative Interactions
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Initial Encounter:
- During a tense initial meeting, Greezle may opt for a non-violent approach by warning the adventurers of the danger they pose to the marsh. His communication is filled with riddles referencing the environment, reflecting his deep connection with nature.
- Players who show curiosity about the marsh or respect for its creatures might gain a window of conversation, possibly finding a chance to persuade Greezle to allow them passage or even receive aid should their goals align with protecting the marsh.
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Negotiation and Diplomacy:
- Greezle respects those who seek harmony with nature. Players can attempt to negotiate terms for safe passage through the marsh, offering tributes or demonstrating their intention to leave the environment undisturbed, which could invoke his admiration.
- Decisions made by characters in dialogue can affect how Greezle interacts with them (e.g., he could offer lore about hidden treasures in the marsh if they respect the ecological balance).
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Retaliation Against Violent Intruders:
- If the players demonstrate intent to harm or exploit the marsh, Greezle’s demeanor changes. He may suddenly appear ominous, with an emphasis on the dangers they face—not only from him but also from the marsh itself, heightened by dark fog or the uprising of hostile swamp fauna.
- Cautionary tales and whispers of lost travelers may emerge in dialogue, serving as foreshadowing to establish Greezle as a powerful figure bent on defending his home. The players gain insight into the marsh’s mystical properties, increasing tension.
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Outcome of Interaction:
- Success in diplomacy can lead to Greezle granting players knowledge of safe routes or hidden locations within the marsh, providing minor boons or temporary allies. Failure, however, could result in an all-out hunt, as Greezle unleashes his tactical prowess against those who would disturb the marshland.
Captain Greezle’s presence extends beyond the battlefield, intertwining with the narrative woven around the players, reminding them that respect for nature and its guardians can often yield the greatest rewards—not just treasures but deeper understandings of the world they inhabit.