[Shadowstalker] Anglir Gloombearer (Patreon)
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Anglir Gloombearer
Huge Monstrosity, Neutral Evil
Armour Class 15 (natural armour)
Hit Points 95 (10d12 + 30)
Speed 40 ft., climb 40 ft.
⠀STR⠀⠀⠀DEX⠀⠀⠀CON⠀⠀⠀INT⠀⠀⠀WIS⠀⠀⠀CHA
17 (+3)⠀⠀14 (+2)⠀⠀16 (+3)⠀⠀7 (-2)⠀⠀13 (+1)⠀11 (+0)
Saving Throws Con +6, Wis +4
Skills Perception +4, Stealth +5
Condition Immunities charmed
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
Languages —
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Anti-Fey Adaptation. The anglir can’t see, other than with its blindsight, or hear.
Electrolocation. The anglir can sense disturbances in the electromagnetic fields of its surroundings, allowing it to track creatures that were within the area in the past 24 hours. If the anglir takes 5 or more lightning damage in a single instance, it loses its blindsight and is blinded until the end of its next turn.
Ferrous. The anglir has a high amount of base iron in its body. It has disadvantage on saving throws against spells like arcanomagnetic repulsion and magnetobolt (see page xx), and bludgeoning and piercing damage it deals bypasses resistance to magical bludgeoning and piercing damage.
Legendary Resistance (1/Day). If the anglir fails a saving throw, it can choose to succeed instead.
Shadow Aura (Lost While in Flare Form). The anglir has an aura of magical darkness that extends from it for 10 feet. If the anglir takes 5 or more radiant damage in a single instance, or a magical effect or spell of 2nd level or higher casts light into the aura, this trait is suppressed until the end of the anglir’s next turn.
Spellsap Slime. The anglir exudes a ferrous slime that makes it very slippery and lets it move through spaces as narrow as 4 feet wide without squeezing. Creatures have disadvantage on ability checks made to grapple the anglir. In addition, a creature that touches this slime or is grappled by the anglir becomes spellsapped for 1 minute. While spellsapped, a spellcaster must make a DC 14 ability check using its spellcasting ability at the start of each of its turns. On a failure, it is unable to cast spells until the start of its next turn.
Flare Form
If the anglir would be reduced to 0 hit points, its current hit point total instead resets to 95 hit points and it regains any expended uses of Legendary Resistance. Additionally, for 1 hour, the anglir loses its Shadow Aura trait, gains the Bright trait, and can use the options in the "Flare Form Actions" section. Each creature within 50 feet of the anglir must succeed on a DC 14 Constitution saving throw or be blinded until the end of the anglir’s next turn. The anglir’s Flare Form can’t activate again until the anglir finishes a short or long rest. Award a party an additional 1,800 XP (3,600 XP total) for defeating the anglir after its Flare Form activates.
Bright. The anglir sheds bright light in a 50-foot radius and dim light for an additional 50 feet.
Actions
Multiattack. The anglir uses Lure and makes one Iron Bite attack and one Bind or Crush attack.
Iron Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage and, if the target is a creature, it must succeed on a DC 14 Constitution saving throw or lose its highest-level unexpended spell slot and take force damage equal to twice the level of spell slot.
Bind. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and, if the target is a creature, it is grappled (escape DC 14). While grappled in this way, the creature is restrained and subjected to the spellsap effect of the anglir’s Spellsap Slime trait, and the anglir can’t use its Bind attack. The anglir’s speed is reduced by 10 feet while it has a creature grappled in this way.
Crush. Melee Weapon Attack: +6 to hit, one creature the anglir is grappling. Hit: 12 (2d8 + 3) bludgeoning damage.
Lure. Saving Throw: DC 14 Wisdom. One creature the anglir can see within 60 feet. The anglir makes its lure momentarily visible. Failure: The creature must immediately move up to its speed towards the anglir and can’t take reactions until the start of its next turn.
Commanding Pattern (Recharge 5-6). Saving Throw: DC 14 Wisdom. Each creature in a 10-foot-radius sphere centred on a point the anglir can see within 60 feet. Failure: The creature becomes charmed by the anglir for 1 minute or until the creature takes damage. While charmed in this way, the anglir can command the creature to grovel or approach at the start of the creature’s turn if the anglir isn’t incapacitated (no action required). If the anglir chooses grovel, the creature falls prone and doesn’t move. If the anglir chooses approach, the creature takes the Dash action and uses all its movement to move directly towards the anglir.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to the anglir’s Commanding Pattern for the next 24 hours.
Reactions
Flash (Flare Form Only). Trigger: A creature within 20 feet of the anglir that it can see makes an attack against it. Response: Bright light flashes from the anglir, and the creature must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn. This causes the triggering attack roll to have disadvantage. Creatures with darkvision have disadvantage on this saving throw.
Legendary Actions
The anglir can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anglir regains spent legendary actions at the start of its turn.
Attack. The anglir makes one Iron Bite attack.
Lure. The anglir uses its Lure.
Move. The anglir moves up to half its speed.
Flare Form Actions
If the anglir’s Flare Form has activated in the last hour, it can use the options below as legendary actions.
Flare. Each creature within 20 feet of the anglir must make a DC 14 Constitution saving throw. On a failure, a creature takes 4 (1d8) radiant damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and is not blinded. This effect dispels magical darkness created by spells or effects of 3rd level or lower.
Mirror Image. The anglir magically produces the effect of the mirror image spell, which lasts until the end of its next turn, and then moves up to half its speed without provoking opportunity attacks.
Flaring Teleport (Costs 2 Actions). The anglir teleports to a point it can see within 60 feet of it, and then uses its Flare legendary action option.
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Check out the rest of the Shadowstalker Set here! And if you wanna see a whole adventure with spooky baddies like this, head over the Lure of the Shadowstalker ;)