Large Fiend, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 85 (10d10 + 30)
Speed 30 ft., (hover) , Walk 20 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +6, CON +6, WIS +5
Skills Perception +4, Stealth +3
Damage Resistances Acid, Cold, Fire
Damage Immunities Poison
Condition Immunities Poisoned, Prone
Senses Darkvision 120 ft, Passive Perception 14
Languages Abyssal, Telepathy 60 ft
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ethereal Current.
The angler fish demon exists in an environment that feels like water to it, even when not submerged. It can float or hover in any direction without requiring solid ground or actual water. While hovering, it ignores difficult terrain.

Bioluminescent Lure.
The angler fish demon emits a magical, glowing light from its lure. As a bonus action, it can target one creature within 60 feet that can see the light. The creature must succeed on a DC 14 Wisdom saving throw or be charmed until the end of the demon's next turn. While charmed in this way, the creature is incapacitated and its speed is reduced to 0 as it becomes fixated on the lure.

Magic Resistance.
The angler fish demon has advantage on saving throws against spells and other magical effects.

Ambient Miasma.
A 15-foot radius around the angler fish demon feels like water. Creatures within this radius move as if swimming unless they have a flying speed. Fire damage dealt within this area is reduced by half.

Actions

Multiattack.
The angler fish demon makes two melee attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 3) piercing damage.

Tail Slap. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Engulf (Recharge 5–6).
The angler fish demon attempts to swallow a Medium or smaller creature it is grappling. The target must succeed on a DC 14 Dexterity saving throw or be swallowed. While swallowed, the creature is blinded and restrained, has total cover against attacks and other effects outside the demon, and takes 10 (3d6) acid damage at the start of each of the demon's turns. If the demon takes 20 damage or more on a single turn from a creature inside it, the demon must succeed on a DC 15 Constitution saving throw or regurgitate the creature, which falls prone within 10 feet of the demon.

Monster Tags: fiend

InstantLiquidation

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