
Marsh Grunt
Small Undead (Fey), Neutral
Armor Class: 12 (Natural Armor)
Hit Points: 21 (6d6)
Speed: 25 ft. (walk), 30 ft. (swim)
Challenge Rating: 1/4 (50 XP)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 | 10 | 12 | 1 | 6 | 1 |
Saving Throws: Strength + 4, Constitution + 3, Dexterity + 0
Skills: Stealth +4, Perception +0
Damage Vulnerabilities: none
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Understands Sylvan but cannot speak
Spellcasting
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Actions & Abilities
Multiattack: The Marsh Grunt makes two attacks: one with its Club and one with its Foul Stench ability.
Club: *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage. *Description:* The Marsh Grunt swings its crude wooden club with surprising strength. The heavy thud of the club echoes as it strikes, leaving a stinging ache in its target’s limbs.
Foul Stench: *Area of Effect:* 5-foot radius around the Marsh Grunt. *Saving Throw:* DC 10 Constitution saving throw. *Effect:* Creatures that start their turn within range must succeed on the saving throw or be poisoned until the start of their next turn. A creature that succeeds is immune to this effect for 24 hours. *Description:* The Marsh Grunt releases an acrid cloud of odor from its mossy skin, the stench overwhelming and nauseating. Those caught in this noxious wave feel bile rising, struggling to breathe in the toxic air.
Camouflage Hide: *Special Ability:* The Marsh Grunt can attempt to hide when in watery terrain, gaining advantage on Dexterity (Stealth) checks. *Description:* Blending seamlessly with the fog and murk, the Marsh Grunt crouches low, allowing the thick moss and lichen on its back to aid in its concealment, becoming nearly invisible amongst the reeds and muck.
Amphibious Escape (Recharge 5-6): *Effect:* When the Marsh Grunt is reduced to half its hit points or less, it can use its reaction to flee into water, moving at its swim speed, without provoking opportunity attacks. *Description:* With a sudden burst of energy, the Marsh Grunt leapt back into the murky waters, its slimy form slipping beneath the surface as it disappears into the depths, evading danger.
Swamp Ambush: *Special Ability:* The Marsh Grunt can use its bonus action to remain hidden and make a surprise attack. *Conditions:* If the Marsh Grunt is hidden when it attacks, it gains advantage on the attack roll. *Description:* Perched silently among the tall reeds, the Marsh Grunt holds its breath, waiting for the perfect moment to strike unsuspecting adventurers, capitalizing on the element of surprise.
Tugging Roots (Recharge 6): *Area of Effect:* A 20-foot radius around the Marsh Grunt. *Saving Throw:* DC 12 Strength saving throw. *Effect:* Creatures in the area must make the save or be restrained by thick roots and vines that rise from the ground, freeing themselves on a successful Strength check as an action. *Description:* The Marsh Grunt thuds its club against the ground, causing gnarled roots to emerge, snaring and immobilizing intruders who wander too close to its territory.
Appearance
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Size and Shape: The Marsh Grunt stands at about 4 feet tall, with a squat and rotund body reminiscent of a stout humanoid frog. Its rounded form is well-suited for both the marshy terrain it inhabits and for maneuvering through thick underbrush.
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Coloration: The creature’s skin boasts a mottled palette of green and brown, allowing it to blend seamlessly into the murky environment of the Marshlands. Its body is speckled with darker spots that resemble the algae and shadows found in the swamp, enhancing its camouflage.
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Texture and Surface Features: The skin of the Marsh Grunt is thick and slimy, giving it a slick appearance that often glistens as if coated with silt or slime. Clusters of green and gray lichen appear on its back, contributing to its integrated existence within the Marshlands and reinforcing its natural armor.
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Facial Features: The Marsh Grunt’s face is characterized by a wide, slack-jawed mouth that perpetually hangs open, conveying a sense of bewilderment. Its bulbous eyes are large and reflective, glowing faintly in dim light with a yellowish hue that hints at its nocturnal nature. The gill-like structures around its neck flutter as it breathes, resembling frills that add to its amphibious design.
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Limbs and Appendages: The limbs of the Marsh Grunt are short and stout, providing stability as it navigates through the water and muck. Each arm ends in sharp, webbed fingers tipped with raspy claws ideal for grasping and climbing. Its legs are muscular, allowing for powerful leaps if necessary, especially when ambushing foes or evading threats.
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Special Features: One of the creature’s most notable features is the rank, foul stench that emanates from its body. When it draws close, this odor serves as a natural deterrent against intruders. Additionally, the lichen on its back is not merely decorative; it may exhibit a faint phosphorescence, subtly illuminating the creature in dark marshy settings.
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Posture and Movement: The Marsh Grunt adopts a hunched posture, often crouching low to the ground or partially submerged in the swamp. Its movements are a mix of lumbering and swift; while it may seem awkward on land, it glides smoothly through the water when swimming, using its webbed appendages to propel itself with surprising agility.
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Additional Notable Traits: The creature has a natural armor-like quality to its skin, thanks to the lichen and slime that provides both camouflage and protection. Distorted echoes of croaks and gurgles accompany its movements, creating an eerie ambiance that reflects its connection to the dark forces of the Marshlands.
Tactical Information
Tactical Information for Marsh Grunt
Combat Behaviors:
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Ambush Strategy:
- Lurking and Waiting: Marsh Grunts excel in ambushing prey. They will often hide amongst reeds and murky waters, using their Camouflage ability to remain undetected until their opponents are within striking distance. Combat usually initiates with the largest threat or the character that seems least aware of their environment.
- Engagement from Cover: Once their ambush is triggered, they will strike from cover and quickly retreat back to it after their first attack, leveraging their speed to move back into the muddy concealment. In this way, they can keep the elements of surprise and cover on their side.
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Use of Terrain:
- Tricky Terrain Management: They will tangle with the party in a dance of movement, often repositioning to half-cover in the environment, making it difficult for the players to keep track of their exact locations.
- Water Advantage: When in or near water, they will use their swim speed to bypass players or duck for cover in deeper sections, creating opportunities to ambush from different angles.
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Poisoning Opponents:
- Foul Stench First: At the beginning of a fight, they might position themselves for maximal impact with the Foul Stench ability, allowing them to poison as many characters as possible when the battle begins. They often attempt to block key paths to force players to either engage them directly or risk walking into the stench.
- Follow-Up Attacks: After successfully poisoning opponents, they will target weakened characters with their Club attack, following up against any affected creatures to ensure they are incapacitated.
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Retreat Under Pressure:
- If the tide of battle shifts against them—particularly if a player casts an area of effect spell or manages to close the distance effectively—the Marsh Grunts will prioritize escaping. They will flee into the marsh, and if characters pursue, they will use their terrain knowledge to attempt to evade through water, where they can swim faster than the players likely can.
Narrative Interactions:
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Comical Confusion:
- Though serving a malign purpose, Marsh Grunts can be given personality traits that make them appear confused and bumbling. They might emit croaking sounds or comically misinterpret the players’ intentions, contributing comic relief.
- For instance, a Marsh Grunt could enthusiastically wave at the players, thinking it’s a friendly gesture—before suddenly realizing they’re supposed to be attacking them.
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Tragic Struggles:
- When interacting with players during roleplay, they might express their bewilderment at the state of their home. Their gestures could communicate frustration or sadness over the swamp’s corruption and their tragic transformation.
- Players with a high Charisma or Wisdom score might persuade the Marsh Grunts to stand down temporarily, allowing for comedic dialogues about the confusion over ‘who’s the real enemy’ or ‘saving the marsh.’
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Fouling the Terrain:
- After a skirmish, rather than simply disappearing, Marsh Grunts might leave behind slippery patches of dark, foul-smelling fluid on the terrain, forcing players to contend with difficult terrain that adds narrative flavor even in victory.
- If captured, they could plead for their lives, expressing a desire to protect the marsh rather than hurt the adventurers, leading to moral dilemmas and potential quest opportunities revolving around ‘cleansing’ their home.
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Guides to Treasure:
- In a more good-natured scenario, players may find themselves in a position to communicate with a lone Marsh Grunt, who might act as a reluctant guide through the marsh, despite their awkwardness and confusion; albeit with conditions about respecting the marshlands and not harming their brethren.
These tactical information points maintain the Marsh Grunt’s whimsical and tragic nature while still offering engaging and meaningful interactions that elevate the flavor of their presence in the game, fitting seamlessly within their context as defenders of the swamp.