Angler
Large monstrosity
Armour Class 14 (natural armour)
Hit Points 76 (9d10 + 27)
Speed 50 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 16 (+3) | 3 (-4) | 12 (+1) | 10 (+0) |
Damage Resistances Cold
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 11
Languages none
Challenge 3 (700 XP)
Amphibious. The angler can breathe air and water.
Actions
Multiattack. The angler makes two attacks with its claws and one with its bite.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Fireball. Ranged weapon attack: +5 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) fire damage and is set alight. All creatures adjacent to the target must make a DC Dexterity saving throw, taking 7 (2d6) fire damage and becoming set alight on a failed save, or suffer half the damage on a success. A creature that has been set alight takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
Glowing Angler
Large monstrosity
Armour Class 15 (natural armour)
Hit Points 123 (13d10 + 52)
Speed 50 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 18 (+4) | 3 (-4) | 12 (+1) | 10 (+0) |
Damage Resistances Cold
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 11
Languages none
Challenge 6 (2,300 XP)
Amphibious. The angler can breathe air and water.
Radioactive Glow. The glowing angler sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Actions
Multiattack. The glowing angler makes two attacks with its claws and one with its bite.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 7 (2d6) radiation damage.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and 7 (2d6) radiation damage.
Fireball. Ranged weapon attack: +7 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) fire damage and is set alight. All creatures adjacent to the target must make a DC Dexterity saving throw, taking 9 (2d8) fire damage and becoming set alight on a failed save, or suffer half the damage on a success. A creature that has been set alight takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
Venomous Angler
Large monstrosity
Armour Class 15 (natural armour)
Hit Points 190 (20d10 + 80)
Speed 50 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 18 (+4) | 3 (-4) | 12 (+1) | 10 (+0) |
Damage Resistances Cold
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 11
Languages none
Challenge 8 (3,900 XP)
Amphibious. The angler can breathe air and water.
Actions
Multiattack. The venomous angler makes two attacks with its claws and one with its bite.
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 9 (2d8) poison damage. The target must also make a DC Constitution saving throw, gaining the poisoned condition on a failed save.
Claws. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Fireball. Ranged weapon attack: +8 to hit, range 60 ft., one target. Hit: 30 (4d12 + 4) fire damage and is set alight. All creatures adjacent to the target must make a DC Dexterity saving throw, taking 11 (2d10) fire damage and becoming set alight on a failed save, or suffer half the damage on a success. A creature that has been set alight takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.