Angler (5e Creature)

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Angler[edit]

Large fiend, lawful neutral


Armor Class 14
Hit Points 190 (20d10 + 80)
Speed 30 ft., swim 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 19 (+4) 13 (+1) 17 (+3) 19 (+4)

Saving Throws Int +5, Wis +7, Cha +8
Skills Arcana +5, Athletics +7, Deception +8, Insight +7
Proficiency Bonus +4
Damage Resistances cold, fire
Damage Immunities poison, psychic
Condition Immunities charmed, poisoned
Senses passive Perception 13
Languages Celestial, Common, Infernal, Undercommon
Challenge 12 (8,400 XP)


Eldritch Invocations. The angler possesses the following six Eldritch Invocations, which function as normal for a 13th-level warlock:
Invocations: Agonizing blast, Devil's sight, Eldritch mind, Fiendish Vigor, Grasp of Hadar, Protection of the talisman

Leadbelly. The angler is immune to damage from attacks and other effects of creatures it has swallowed. In addition, the angler's stomach acts as if it were a forcecage (DC 20) and cannot be exited using incorporeal movement or a similar ability.

Secure Memory. The angler is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.

Spellcasting. The angler is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spells). The angler knows the following warlock spells:

Cantrips (at will): eldritch blast, friends, lightning lure, minor illusion
5th level (3 slots): armor of Agathys, banishment, charm monster, contact other plane, counterspell, darkness, enervation, hex, hypnotic pattern, scrying, soul cage, suggestion
Mystic Arcanum (1/each per long rest): mental prison, plane shift

Talisman. The angler possesses a talisman that gives it, or an ally it gifts the talisman to, aid in times of need. If the creature holding the talisman fails an ability check or saving throw, it can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used 4 times per long rest.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is Large or smaller, or is incorporeal such as a specter or wraith, it is immediately swallowed into the angler's stomach. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the angler.
If the gulper dies, all creatures it has swallowed can exit its stomach using 5 feet of movement, exiting prone in an adjacent unoccupied space if they are corporeal. The angler can have either 3 corporeal or up to 10 incorporeal creatures swallowed at a time, a Tiny corporeal creature counts as being half a corporeal creature. If it reaches either of these limits, its movement speed is halved and it has disadvantage on Dexterity saving throws.

Spit. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. The gulper must have at least one creature swallowed to use this attack and all creatures inside the gulper are expelled when it does so. The angler can choose to deal the attack's damage to both the target and the expelled creature or just the target. Hit: 10 (1d12 + 4) bludgeoning damage times the number of expelled creatures if the expelled creature/creatures are corporeal, or 7 (1d6 + 4) force damage times the number of expelled creatures if the expelled creature/creatures are incorporeal. Hit or Miss: The expelled creature remains restrained by chains of the angler's mucus for 24 hours. These chains cannot be moved through via incorporeal movement.

Spirit Away. The angler transports all creatures inside its stomach to somewhere in one of the layers of the Nine Hells. If the angler does not choose a specific layer, the creatures appear in Avernus along the River Styx.

Tail of Tales (3/Day). The angler lights up the bulb at the tip of its tail and gazes into it. While gazing, the angler can cast one spell of its choice out of legend lore, scrying, or foresight as part of this action. The cast spell has a duration of one minute, after which point the bulb ceases to glow. Any creature within 5 feet of the angler can choose to gaze and gain the benefits of this action as well, but must make a DC 16 Wisdom saving throw or be charmed by the angler until the bulb stops glowing.

REACTIONS

Swallow. When a creature charmed by the angler ends its turn within 5 feet of it, the angler makes one bite attack against it.

An angler is a rare gulper that has begun to gain magical properties from transporting so many souls that have made deals and pacts with the Devils of the nine hells. As the magic fills its stomach and later suffuses its body, it grows to resemble a human woman of abnormally great size whose legs are replaced with a similarly large eel-like tail. Large fins form from its body as well, and fold across its torso to resemble a witch's hat and cloak, though beneath that cloak, its stomach appears translucent save for a swirling vortex of hellfire, a gate into the Nine Hells that swallowed victims may be forced into.
Anglers are, as their lesser brethren, neutral creatures, and will often aid humanoids that catch their interest free of charge. Using the gleaming bulb at the tip of their tail like a crystal ball, an Angler will often treat its visitors to a glimpse of distant allies, enemies, and even the future. However, while they are not truly evil, an angler may still deign to devour the one who came to them to satisfy their nature, making every visit with one of the fiendish prophets a risky endeavour.

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