False Appearance. If the angler is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the angler move or act, that creature must succeed on a DC 14 Intelligence (Investigation) check to discern that the angler isn’t bioluminescent light.
Illumination. The angler sheds bright light in a 5 foot radius and dim light for an additional 5 feet.
Sunlight Sensitivity. While in sunlight, the angler has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Uncanny Senses. The angler can’t be surprised unless it’s incapacitated.
Bite. +5, 5 ft., 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the angler can't use its bite attack on another target.
Swallow. The angler makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the angler, and it takes 7 (2d6) acid damage at the start of each of the angler's turns. A creature reduced to 0 hit points in this way stops taking the acid damage and becomes stable.
The angler can have only one creature swallowed at a time. While the angler isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the angler dies, it likewise regurgitates a swallowed creature.
Description
A terrifying bipedal monster that lurks in the deepest parts of the Underdark. This humanoid-anglerfish monstrosity preys on anything that's unfortunate enough to fall victim to the glowing lure that sits atop its head.
Previous Versions
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6/9/2026 3:59:06 PM
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Coming Soon
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