Marsh Hulk

Huge fiend (demon), chaotic evil

Armor Class

16 (natural armor)

Hit Points

147 (14d10 + 70)

Speed

30 ft., swim 30 ft.

Skills

Athletics +10, Perception +7, Stealth +7, Survival +7

Damage Vulnerabilities

thunder

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

poisoned

Senses

darkvision 90 ft.

Languages

Common, Infernal

Challenge

10

Amphibious

The Marsh Hulk can breathe air and water.

Horrific Appearance

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.

Sunlight Sensitivity

While in direct sunlight, the Marsh Hulk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Swamp Camouflage

The Marsh Hulk has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Actions

Multiattack

The Marsh Hulk makes three attacks: one with its bite and two with its fists.

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 6) piercing damage,

Fist

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.