| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 8 | -1 | -1 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | -2 | -2 |
| WIS | 16 | +3 | +3 |
| CHA | 6 | -2 | -2 |
Creature Sense. The Angler is aware of the presence of any creatures within 120 ft of it if they have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Shadow Stealth. While in dim light or darkness, the Angler can take the Hide action as a bonus action.
Electric Skin. Any creature that attacks the Angler either through direct contact or with a weapon that conducts electricity, the creature takes 1d4+4 lightning damage
Angle. The Angler uses one of its tentacles to emit a soft blue light. Each creature that can see the light must roll a DC 15 wisdom save. On a failure, the creature is Charmed, becomes overwhelmed with the beauty of the light, and must use all of its movement to move toward it. The creature may reroll the wisdom save at the start of its turn and the effect immediately ends if the creature takes damage.
Multiattack. The Angler makes two attacks with Tentacle, Reel, or Bite.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage.
Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of two tentacles, and the target has the Poisoned condition until the grapple ends.
The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper’s next turn.
Reel. The Angler pulls each creature Grappled by it up to 30 feet straight toward it.
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