Gloamtide Anglerhound
Armor Class: 15
Hit Points: 110
Speed: 30 ft., swim 40 ft.
Saving Throws: strength, constitution
Damage Resistances: Cold
Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Languages: Common, Aquan
Challenge: six
STR 18 (+4)
DEX 14 (+2)
CON 17 (+3)
INT 5 (-3)
WIS 14 (+2)
CHA 7 (-2)
Traits
- Amphibious. The creature can breathe air and water.
- Pack Tactics. The creature has advantage on an attack roll against a target if at least one of its allies is within 5 feet of the target and the ally isn't incapacitated.
- Bioluminescent Lure. A pale, dangling light grows from a stalk above the anglerhound’s maw. A creature that starts its turn within 30 feet of the lure and can see it must succeed on a DC 14 Wisdom saving throw or be charmed until the start of its next turn. While charmed in this way, the creature must move on its turn toward the anglerhound by the most direct route, trying to get within 5 feet. The anglerhound can suppress or reveal the lure as a bonus action.
Actions
- Bite. On a hit the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target is restrained, and the anglerhound can drag it up to 20 feet toward deeper water.
- Crushing Tail. The target must succeed on a DC 15 Strength saving throw or be knocked prone.
Bonus Actions
- Submerge. The anglerhound dims its lure and slips beneath the water’s surface, taking the Hide action. While submerged in murky water it has advantage on this check.
Reactions
- Undertow Snap. When a creature the anglerhound can see ends its movement within 10 feet of it in or beside water, the anglerhound can make one Bite attack against that creature.