Giant Lanternfish

Large Monstrosity. CR 4, AC 13, 85 HP. Traits: Chaotic Evil, Innate Spellcasting.

Armor class
13
Hit points
85
Challenge
4
Creature type
Monstrosity
Size
Large

Stat block

Cha
18
Con
16
Dex
16
Int
14
Str
16
Wis
16
Speed
Walk: 30
Senses
darkvision 60 ft., passive Perception 15
Skills
Stealth: 5; Deception: 6; Perception: 5
Actions
  • Dizzying Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way it has disadvantage on Wisdom saving throws and ability checks.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage.
  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target makes a DC 13 Constitution saving throw. On a failure the target takes 10 (3d6) poison damage and is poisoned for 1 hour.
  • Hypnotic Pattern (3rd-Level; S, Concentration). A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
Languages
Abyssal, Common
Special abilities
  • Chaotic Evil. The giant lanternfish radiates a Chaotic and Evil aura.
  • Innate Spellcasting. The giant lanternfishs innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.