HP 85 (10d10 + 30; bloodied 42)
Speed 30 ft., swim 30 ft.
Proficiency +2; Maneuver DC 13
Skills Deception +6, Perception +5, Stealth +5
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common
Chaotic Evil. The giant lanternfish radiates a Chaotic and Evil aura.
Innate Spellcasting. The giant lanternfish’s innate ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components.
At will: , (humanoid form), ,
1/day each: , , ,
Dizzying Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically for 1 hour or until it takes damage. While charmed in this way, it has on Wisdom and ability checks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target makes a DC 13 Constitution . On a failure, the target takes 10 (3d6) poison damage and is for 1 hour.
Hypnotic Pattern (3rd-Level; S, Concentration). A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom . On a failure, the creature is for 1 minute. While charmed, the creature is and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
Misty Step (2nd-Level; V). The giant lanternfish teleports to an unoccupied space it can see within 30 feet. The giant lanternfish can’t cast this spell and a 1st-level or higher spell on the same turn.
Lanternfish avoid melee combat, sending their servants to fight for them while they use and throw daggers at their enemies from a distance. When cornered, they claw their foe and escape with .
In the darkest depths of the sea swim giant, intelligent, carnivorous fish that lure prey with the bioluminescent lights on their foreheads. They can transform into merfolk or sea elf guises, but in any form they always hold a light source: a giant glowing pearl, a luminescent jellyfish, a sea-coal-burning lantern, or the like. Giant lanternfish surround themselves with charmed merfolk and send merrow to do their bidding.
1 in humanoid form, lounging on a throne or sofa, eager to speak with travellers
2 in humanoid form: chooses a member of the party to entice with gifts and praise
3 in true form, surrounded by slaves
4 in humanoid form, pretending to be the prisoner of an evil tyrant (who is actually a )
5 with a defiant in a cage: the hasn't been able to corrupt the knight so far
6 about to pit two prisoners against one another, unless you provide some other amusement
Lanternfish rule underwater caverns and ruins.
CR 5–10 with 1 or 2 and 1d8 + 2 , or with 1 or 2 and 1d6 + 2 , or with 1d8 + 3 and 1d6 , or with and 6 , or with
Treasure 1,200 gp, 500 ep, 2,500 sp, silver throne (750 gp), golden demon idol (750 gp), ,
Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like. Others have bizarre or unnatural appearances, like many-tentacled . Monstrosities could only arise in a world suffused with magic.