Marshtomp (5e Creature)

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Medium beast, lawful good

Armor Class 16 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 35 ft.

17 (+3) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 10 (+0)

Saving Throws Str +5, Con +4
Skills Athletics +5, Perception +4
Damage Resistances Fire, Poison
Damage Immunities Lightning
Senses passive Perception 14
Languages Understands common but can't speak it
Challenge 4 (1,100 XP)

Torrent. When the Marshtomp has less than 1/3 of it's maximum Hit Points, it's attack rolls will be with advantage.

Foresight. If Marshomp attacks a creature that has increased it's AC as an reaction, he may ignore the bonus AC and hit of he passes the normal AC.


Mud Shot. Ranged Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: 14 (3d8 + 4) Force damage. If the target has any affinity with Lightning, or Thunder damage, he will take twice as much damage from this skill.

Take Down. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10 +4) 1/4 of the damage dealt by this skill will be removed from Marshtomp's Hit Points.

A bunch of Marshtomps together, Game Freak, [1]

Marshtomp is much faster at traveling through mud than it is at swimming. This Pokémon's hindquarters exhibit obvious development, giving it the ability to walk on just its hind legs. The surface of Marshtomp's body is enveloped by a thin, sticky film that enables it to live on land.

(one vote)

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