Abyssal Angler

by PipFizzlebang

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Abyssal Angler

The Luring Death

Abyssal Anglers are some of the strangest fiends. The abyss is not known for having large oceans, and as such it is unknown how such a demon would develop there. Some who study fiends believe that they began as Aboleths that visited & were warped by the Abyss, growing in size and losing their aberrant nature. Others think that they come from evil souls that were drowned to death, leading to their amphibious nature.

Regardless of their origin, these horrific fiends are to be avoided as they slowly drag themselves towards anything edible, using their lure to pacify & charm their prey. Many of those eaten by Anglers never have the chance to fight back-- a dreadful fate for any proud adventurer.

One wonders, in the final moments of such an ill-fated hero, if they know they step willingly towards their demise, or if their minds escape to a happier moment before the end. Let us hope for the latter, and pray we never find out.

Inspiration behind the Monster

Angler Fish are without a doubt one of the most iconic & hauntingly beautiful creatures of the deep sea. While most know them for their signature lure (illicium) on their head. What many don't know is that they also often use their front-fins as feet, walking on the bottom of the ocean floor!

With that image in mind, it's not hard to think of the Angler fish evolving similar to the Lungfish, with the ability to stay on land for some period of time, using its lure to hunt bugs at night. This amphibious angler concept is what inspired me to create a monstrous threat to adventurers!


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Abyssal Angler

Huge Fiend (Demon), Chaotic Evil


  • Armor Class 13 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 20 (+5) 2 (-4) 12 (+1) 5 (-3)

  • Saving Throws Con +9, Wis +5
  • Skills Perception +9, Stealth +4
  • Damage Resistances fire, psychic
  • Senses Blindsight (while in water) 60 ft., Darkvision passive Perception 19
  • Challenge 9 (5,000 XP) Proficiency Bonus +4

Amphibious. The Angler can breathe air and water.

Gaping Gobbler. When the Angler does not have a creature swallowed, it rests with its mouth open & ready. When a creature would enter a square adjacent to the Angler for the first time on a turn, it may use its reaction to make a Gobble Whole attack.

Actions

Multiattack. The Angler makes one Gobble Whole attack and two tail attacks.

Gobble Whole. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the Angler, and takes 10 (3d6) acid damage at the start of each of the Angler's turns.
The Angler's gullet can hold up to two creatures at a time. If the Angler takes 20 damage or more on a single turn from a creature inside it, the Angler must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the Angler. If the Angler dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Spined Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target is knocked back 10ft if it is a Huge or smaller creature.

Blood Lure (Recharge 5–6). Each non-demon creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or be charmed by the alchemical properties of the Angler's Blood (this is not a magical effect). On a charmed creature's turn, the creature must use their movement to move towards the Angler. This charm lasts until the creature sees the Angler perform a hostile action towards it or another ally.

How the Abyssal Angler Hunts (D&D 5e Version)

The Angler doesn't need to see a creature to use its Blood Lure against it, so it often hides half-buried in sand, or deep in the dark, spraying out its alchemical blood periodically to see what prey it might catch. In the event it does see the party, this is also its opening move.

Once charmed, the party will use their turns to move towards the Angler. Wait for the last charmed creature to end their turn next to the angler before using Gaping Gobbler & Gobble Whole to get a bite off as a reaction. Delaying this move will keep the charm active longer, as it will end as soon as they see the Angler take a hostile action (note: They must see this, so blinded creatures or creatures without line of sight on the Angler remain charmed & keep moving towards it.

This means you should be able to start turn 2 with a creature gobbled, & can use your Multiattack to Gobble whole another, then use the Spined Tail to continue damaging others while you're full.

With a low AC & Saves, The angler is not particularly tanky. Expect this ambush predator to last a round or two longer than the charms do. If the party passes all their saves, it's gonna be a short one!

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How the Abyssal Angler Hunts (Pathfinder 2nd Edition Version)

Using its Darkvision if on land, or its Wavesense in water, it can see in the worst of conditions. The Angler uses that to hide from its prey until they're up close-- then use Blood Lure to position yourself as centrally as possible, before catching the party in a 30ft Emanation. This will likely control a few of the party members, forcing them to waste their turns moving even closer to the Angler. Try to use Gaping Gobbler later in the turn order, forcing them to stay controlled as long as possible before making a hostile action.

On the second turn, you've likely started with one creature Grabbed from Gaping Gobbler. Use an action to Swallow Whole, then Bite another creature. If that attack fails, Bite again, otherwise use an action to Grab with the bite, setting you up to swallow again on the next turn.

If you start a turn with a creature grabbed, swallow, bite grab again, up to 2 medium or smaller creatures.

If the Angler's HP gets low, use its superior Swim speed to attempt to flee, taking any swallowed creatures with it!

Abyssal Angler
CREATURE 9

fiend
huge
ce
Daemon
RARE
+15 Wavesense, Darkvision
Athletics +20
+7 +3 +4 +3 +3 +3
27 +21+18+18; +1 Against Magic
194 death effects, prone
Good 8 Fire 8
20, Swim 30
Bite (Grab)2d10+13 piercing
Swallow Whole Large, 2d6+7 Acid, AC 24, Rupture 19.
Gaping Gobbler. When the Angler does not have a creature swallowed & a creature would move within 5ft of the Angler, it may use its reaction to make a Bite Attack. If this hits, the creature is considered Grabbed.
Blood Lure The Angler may Step up to 10ft. It then whips about its lure, spraying an intoxicating alchemical fume made of its own blood. Each non-Daemon creature within a 30ft Emanation must make a DC 25 Basic Will Save.
You become Immune to Blood Lure from Anglers for 1 Minute.
Success Nothing happens.
You become Controlled for up to 1 minute, or until the Abyssal Angler takes a hostile action towards you, or you see it take a hostile action towards your allies. When controlled in this way, you expend all actions to move towards the Angler, ending your turn when you become adjacent.
As Failure, but your vision blurs & you become Blinded until the Control ends. This prevents you from seeing hostile actions taken towards allies.
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