Image promptlarge deep-sea anglerfish monstrosity, bloated fanged maw, dangling glowing lure, bristling pressure-spines, crushing abyssal deep, prey drawn toward hypnotic light, slick scaleless grey hide, lightless ocean blacks deep-sea blues, sickly-green lure glow dominant, lurking seabed menace, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Abyssal Angler

Large Monstrosity, Unaligned
CR 6ArtilleryUnderwater / Coastal
AC 15
STR
16
+3
save +3
DEX
16
+3
save +6
CON
15
+2
save +2
INT
5
−3
save −3
WIS
14
+2
save +2
CHA
7
−2
save −2
Skills Perception +5, Stealth +6
Resistances Cold · Senses Blindsight 120 ft., Darkvision 120 ft.; Passive Perception 15 · Languages

Traits

Water Breathing. Can breathe only underwater. Point Blank Weakness. With an enemy within 5 feet, ranged attacks have Disadvantage. Lure Light. A creature that can see the Abyssal Angler's light and is within 60 feet makes a DC 14 WIS save at the start of its turn. Failure: It must spend at least half its movement on its turn moving toward the Angler. A creature that succeeds is immune for 24 hours.

Actions

Multiattack. Two Pressure Spine attacks. Pressure Spine. Ranged Attack Roll: +6, range 60/120 ft. Hit: 16 (3d8 + 3) Piercing damage. This attack takes no range penalty underwater. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Piercing damage. If the target is under the effect of Lure Light, this attack is made with Advantage. Crushing Depth (Recharge 5–6). Constitution Saving Throw: DC 14, every enemy within 30 feet. Failure: 27 (6d8) Bludgeoning damage (a pressure wave) and Deafened (1 min). Success: Half.

Key

Don't look at it (Lure Light requires "can see" — close your eyes, or attack it without seeing it). And piercing weapons (no Disadvantage underwater).