16 (natural armor)
147 (14d10 + 70)
30 ft., swim 30 ft.
Athletics +10, Perception +7, Stealth +7, Survival +7
thunder
poison; bludgeoning, piercing, and slashing from nonmagical attacks
poisoned
darkvision 90 ft.
Common, Infernal
10
The Marsh Hulk can breathe air and water.
Any humanoid that starts its turn within 30 feet of the Marsh Hulk and can see him must make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to the Marsh Hulk's Horrific Appearance for the next 24 hours.
While in direct sunlight, the Marsh Hulk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The Marsh Hulk has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
The Marsh Hulk makes three attacks: one with its bite and two with its fists.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 6) piercing damage,
Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 4 (3d8 + 6) bludgeoning damage. Any Medium or smaller target is also grappled (escape DC 17). The Marsh Hulk can grapple one Medium or smaller creature with each hand.