Kelp Angler (5e Creature)

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Kelp Angler[edit]

Large plant, unaligned


Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 20 ft., swim 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 17 (+3) 6 (-2) 11 (+0) 12 (+1)

Saving Throws Str +9, Con +7
Skills Athletics +9, Perception +4, Stealth +6
Proficiency Bonus +4
Damage Resistances bludgeoning, fire
Damage Immunities cold, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, stunned
Senses blindsight 120 ft., darkvision 120 ft., passive Perception 14
Languages
Challenge 9 (5,000 XP)


Amphibious. The kelp angler can breathe air and water.

False Appearance. While the kelp angler remains motionless, it is indistinguishable from a normal, if large, pile of seaweed.

Innate Spellcasting. The kelp angler's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no spell components:

At will: detect magic
3/day each: dispel magic, entangle
1/day each: confusion, mislead

Deep Grip. Spells and other magic effects that allow breathing underwater, such as water breathing or cloak of the manta ray, are suppressed on creatures grappled by the kelp angler.

Strong Swimmer. The kelp angler has advantage on Strength (Athletics) checks related to swimming and on Strength saving throws against being forcibly moved while swimming.

Weed Wrestler. The kelp angler may grapple up to eight Medium or smaller creatures at once and its swim speed is not reduced by grappling another creature. Whenever a creature fails an ability check to escape the kelp angler's grapple, it takes 9 (1d8 + 5) bludgeoning damage.

ACTIONS

Multiattack. The kelp angler makes four tangle or tendril attacks.

Tangle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is grappled by the kelp angler, this attack is made with advantage.

Tendril. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19).

Camouflage. The kelp angler alters its coloring to match its environment. The kelp angler gains advantage on Dexterity (Stealth) checks for 1 hour.

BONUS ACTIONS

Riptide. The kelp angler moves a Medium or smaller creature it is grappling up to 10 feet to an unoccupied space within 10 feet of itself.


Appearing as giant masses of tanged seaweed from afar and massive jellyfish made of kelp when up close, kelp anglers are actually large, semi-intelligent, carnivorous plants. While their primary methods of ensnaring prey are their stealth and powerful tendrils, over time they have evolved the ability to detect and disrupt magic around them, usually in an effort to drown their land-dwelling snacks like sailors and beachgoers, along with a few other magical tricks for hunting. When not actively seeking nearby meat, kelp anglers are content to just ride along ocean currents to wherever they take them, though few venture out beyond continental shelves. Some kelp anglers have been known to take up residence in metropolitan sewers if they are spacious enough for their mass and support a juicy populace numerous enough to sustain their diet.

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