Huge Aberration, Neutral Evil
Armor Class 14
Hit Points 73 (8d12 + 25)
Speed 20 ft., Walk 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
12 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +8, DEX +7
Skills Deception +8, Perception +8, Stealth +8
Damage Immunities Cold
Condition Immunities Blinded, Grappled, Restrained
Senses Blindsight, Passive Perception 16
Languages All Telepathy
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Ambush.(Low Light or Darkness Only). While the Angler remains motionless, it blends perfectly into it's surroundings.

Lure. Any creature that starts it's turn within 60ft of the Angler's lure that can see it must make a wisdom saving throw(DC15).On a failed save, the creature must spend it's turn using it's movement speed towards the lure. They may repeat this save at the beginning of their following turns. On a successful save, the creature ignores the lure and is immune to this effect for 24 hours. 

Grappler. The Angler has advantage on attack rolls against any creature grappled by it.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:  2d12 + 5 piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Angler can't bite another target.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage.

Lair and Lair Actions

 

 

Jambj5

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