Angler-Ghoul

medium undead (ghoul), chaotic evil

D&D 5.5 / SRD 5.2

Challenge 5 (1,800 XP)

Available with DM subscription
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
10
WIS
14 (+2)
CHA
18 (+4)

Defense

Armor Class
14 (natural armor)
Hit Points
82 (11d8 + 33 +3)
Speed
30 ft., swim 30 ft., climb 20 ft.

Proficiencies & Senses

Saving Throws Dexterity, Wisdom
Skills
Stealth +6, Survival +5, Perception +5
Senses
darkvision 60 ft.
passive Perception 15

Characteristics

Damage Vulnerabilities
Damage Resistances
necrotic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Languages Deep Speech, Undercommon

Traits and Actions

Hypnotic Lure

Trait
Charmed Custom
The angler-ghoul's dangling head-lure emits a mesmerizing glow. Each creature that starts its turn within 30 feet of the angler-ghoul and can see the lure must succeed on a DC 15 Wisdom saving throw or be charmed by the angler-ghoul until the start of its next turn. While charmed in this way, the creature's speed is 0 and it cannot take reactions. On a successful save, the creature is immune to this effect for 24 hours.

Pack Tactics

Trait
Advantage Custom
The angler-ghoul has advantage on attack rolls against a creature if at least one of the angler-ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated.

Undead Fortitude

Trait
Undead Fortitude Custom
If damage reduces the angler-ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the angler-ghoul drops to 1 hit point instead.

Undead Fortitude. This trait allows the angler-ghoul to resist being reduced to 0 hit points.

Bite

Action
Poisoned Custom
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw

Action
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Lure Flash (Recharge 5-6)

Action
Stunned Custom
The angler-ghoul intensifies the glow of its lure. Each creature within 30 feet that can see the lure must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the angler-ghoul's next turn. Creatures immune to being charmed are unaffected.

Feast

Reaction
When the angler-ghoul reduces a creature to 0 hit points with a Bite attack, it can use its reaction to regain 10 (3d6) hit points.

Monster Description

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Monster behavior

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Ecology

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History

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