Blood Frenzy. The anchorman has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The anchorman can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Anchor Down The creature raises its mighty anchor and smashes it down with full force. Deals 2d12 +4 bludgeoning damage, or deals 1d12+4 bludgeoning damage if thrown 60ft range.
Bite Bites down on an victim for 1d10 +4 piercing damage & 1d8 +2 bleed damage
Battle Cry Lets out a bloodcurdling scream as their angler lure begins to glow Morse code. Any Kuo-toa in a 20ft range will attack.
Spin 'er round! The creature spins the anchor, causing it to form a pseudo shield against ranged attacks for one turn. +5 ac against ranged hits.
Chain Swipe swipes at any creature attempting to leave melee range with the chain of its anchor. On a failed Dex save, the creatures swipes at your legs and incapacitates you.
Description
A large burly being, with great white shark for a head, and a long anchor fused into its arm that it will usually drag it behind itself with no motion to pick it up. When hostile, it can throw and use the anchor as a devastating weapon, but don't underestimate its physical capabilities, as its bite with its crooked and rotten mouth will leave deep gouges marks in its victims.
Comments