Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Resistances & Immunities
Traits
Keen Touch
The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations.
Snare Walker
The angler worm ignores movement restrictions caused by its snares or the snares of other angler worms.
Spider Climb
The angler worm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Transparent Trap
With 10 minutes of work, the angler worm can create a web of nearly transparent snares in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of snares layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the snares forming it are nearly transparent, requiring a successful DC 15 Wisdom (Perception) check to notice them.
Actions
Bite
+4 to hit, reach 5 ft (1.5 m). Hit: 2d6+2 plus 1d6 acid damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.
Coils
+4 to hit, reach 10 ft (3 m). Hit: 3d6+2 bludgeoning damage.
Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained by the angler worm, it can't breathe, it takes 10 (3d6) bludgeoning damage at the start of each of the angler worm's turns, and the angler worm can't use its Coils on another target.
Ethereal Lure
The angler worm creates an orb of faint, blue light on a point it can see within 20 feet of it. The light glows until the start of the worm's next turn. When a creature that isn't an angler worm starts its turn within 60 feet of the orb and can see the light, it must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed, the creature must take the Dash action and move toward the light by the most direct route, trying to get within 5 feet of the light. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, the creature can repeat the saving throw, ending the effect on itself on a success. If the charmed creature enters the worm's snares, it has disadvantage on the saving throw to avoid being restrained.
Multiattack
The angler worm makes two Bite attacks or one Bite attack and one Coils attack.
About Angler Worm
Angler Worm is a huge monstrosity with a Challenge Rating of 4. It has a unaligned alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 104 hit points (derived from 11d12 + 33).
GM Tips: Using Angler Worm
2 tips available
GM Tips: Using Angler Worm
When using Angler Worm in your D&D 5e campaign, consider these tactical approaches:
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Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
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Terrain Advantage: Use terrain to offset moderate combat abilities
Player Guide: Facing Angler Worm
2 strategies available
Player Guide: Facing Angler Worm
When your party encounters this creature, keep these strategies in mind:
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Moderate Threat: Prepare standard combat tactics
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Tactical Advantage: Use terrain and positioning
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Angler Worm?
- Angler Worm has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is Angler Worm?
- Angler Worm is a Huge Monstrosity, which affects how certain spells and abilities interact with it.
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