Water Breathing. The terror maw can breathe only underwater.
Angler's Mesmerizing Lure. any creature that starts its turn within 10 ft of the terror maws face must make a DC 16 Charisma saving throw, or the creature uses all its movement to move as close to the mouth as it can, otherwise, it is incapacitated if a creature makes the save they are now drawn near towards it. also if a creature chooses to look away from the Lure it has advantage on the saving throw.
Aggressive Rush. As a bonus action, the terror maw can move up to its speed toward a hostile creature that it can see.
Multiattack. The Terror Maw makes two bite attacks, if it has a creature within it mount it can use the second attack to sallow them. or it can choose to make one bite attack and use its chaotic flash.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the terror maw, and takes 10 (3d6) acid damage at the start of each of the terror maw’s turns.
The terror maw’s gullet can hold up to two creatures at a time. If the terror maw takes 20 damage or more on a single turn from a creature inside it, the terror maw must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the terror maw. If the terror maw dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Chaotic Flash(Recharges 5-6). The terror maw's lure emits dazzling, colored lights. During this time, the lure sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the maw have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 16 Wisdom saving throw or suffer from the effects of the confusion.
Description
The deep-sea predator of an angler terror maw strikes fear into the hearts of sailors and sometimes adventure alike. these huge fish, strangely have even bigger maws, filled with rows and rows of sharp sword and dagger-like teeth that do not leave anything on the bones of the creatures they devour. mainly colored almost a darkish-grey with an almost shifting pattern along with their scales. These creatures usually wait until something comes upon their lights in an attempt to understand what it is. but if seen to close the terror maw lives up to its name, when it devours its prey. though sometimes if an adventure who is traversing the ocean floor or the merro who might pass through its deep domains may find this fish quite quick to go after its meal, or sometimes have a flash of brilliant chaotic color and energy leading it to confuse its prey into what it would consider an easy hunt.
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