Dwarf, Angler
Medium Humanoid neutral evil
- Armor Class: 15 (natural armor)
- Hit Points: 65 (10d8+20)
- Speed: walk 25 ft. climb 25 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: Tome of Beasts 3, page 164
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
11 (+0) |
15 (+2) |
9 (-1) |
14 (+2) |
7 (-2) |
- Skills: perception +2
- Damage Resistances: poison
- Senses: blindsight 10', darkvision 120', passive Perception 14
- Languages: Dwarvish, Undercommon
Special Abilities
- Underworld Camouflage: Advantage on Dex (Stealth) checks to hide in rocky underground terrain.
Actions
- Multiattack: Two Bites or one Bite and Blazing Beacon.
- Bite: Melee Weapon Attack: +5 to hit, 5 ft., one target, 17 (4d6+3) piercing damage.
- Alluring Light: Causes orb at the end of its lure to glow. Can extinguish light as a bonus action. While light is active when a creature enters a space within 90' of angler for the first time on a turn or starts its turn there and can see the light must make DC 14 Wis save or be charmed by angler until light is extinguished. While charmed this way creature is incapacitated and ignores lights of other anglers. If charmed creature is more than 5 ft. away from angler creature must move on its turn toward angler by most direct route trying to get within 5 feet. Charmed creature doesn't avoid opportunity attacks but before moving into damaging terrain such as lava or a pit and whenever it takes damage from a source other than angler creature can re-save. A creature can also re-save at end of each of its turns. On a successful save/effect ends on it and creature is immune to alluring light of all angler dwarves next 24 hrs.
- Blazing Beacon: Summons a bright burst of light from its lure. Each creature that isn't an angler dwarf within 20' of the angler: 9 (2d8) radiant and is blinded until end of its next turn (DC 14 Dex half damage not blinded).
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