Large Monstrosity, Unaligned
Armor Class 13
Hit Points 75 (10d10 + 20)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
4 (-3)
Senses Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Enticing Aura. The Angler Fog Crawler's antenna emits an enticing aura in a 60 foot radius. When a creature first sees the orb it must make a DC13 Wisdom saving throw or be charmed by the orb for one minute. A charmed creature must use their action to move toward the crawler. At the end of each subsequent turn, they may repeat the saving throw to end the effect.

Actions

Multiattack. The Angler Fog Crawler makes two claw attacks and one tail attack.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 6(1d8+2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft.; one target. Hit: 11(2d8+2) bludgeoning damage, and target must make a DC13 strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 24(4d10+2) piercing damage.

Flash (Recharge 5-6). The Angler Fog Crawler's glowing antenna flashes brightly, temporarily blinding its prey. Creatures in a 15 foot cube must make a DC13 Constitution saving throw or be blinded for one minute. Players may repeat the saving throw at the end of each subsequent turn to end the effect.

Description

"When the fog is dense and the night is at it's darkest, travelers through the swamp may see small orbs of glimmering light around the muddy shores on shallow ponds.  In no circumstance should they come closer to inspect for this creature is a trickster who's skin can blend with the night and mud, and they will find out too late that they were walking into a trap, for this bulky creature waits until you are close to reveal it's true form with huge jaws that can swallow up a horse on a blink of an eye."

Habitat: Swamp

MadGnome

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