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Angler Worm

Huge · Monstrosity · CR 4 · Unaligned

Source. Tome of Beasts
Armor Class
14 (natural armor)
Hit Points and Hit Dice
133 (14d12+42)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
5
-3
CON
16
+3
INT
3
-4
WIS
14
+2
CHA
1
-5

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Unaligned
XP 1100
Initiative Bonus -3

Movement

Walk 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 20 ft (6.1 m)
Crawl 10 ft (3 m)

Senses

Tremorsense 60 ft (18.3 m)
Passive Perception 12

Languages

-

Resistances & Immunities

Damage Immunities
poison
Condition Immunities
blinded, charmed, deafened, poisoned, prone

Environments

Caves Ruins Underworld

Traits

Keen Touch

The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations.

Spider Climb

The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines.

Transparent Trap

A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence.

Actions

Bite

+4 to hit, reach 5 ft (1.5 m). Hit: 2d6 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: 3d8 acid damage.

Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.

Ethereal Lure

Recharge 4–6

The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible.

Multiattack

An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils-once it has coiled around one creature it stops coil attacks against others.

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 133 hit points (derived from 14d12+42).

Angler Worm has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Angler Worm

1 tips available

When using Angler Worm in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 20 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.

Player Guide: Facing Angler Worm

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 20 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.

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

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.
What languages does Angler Worm speak?
Angler Worm can communicate in -.

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