Giant Lanternfish
Large Monstrosity
Armor Class 13
Hit Points 85 (10d10+30)
Speed walk +30
Challenge 4
Skills stealth +5, deception +6, perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common
Special Abilities
Chaotic Evil. The giant lanternfish radiates a Chaotic and Evil aura.
Innate Spellcasting. The giant lanternfishs innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying
Actions
Dizzying Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way it has disadvantage on Wisdom saving throws 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 saving throw. On a failure the target takes 10 (3d6) poison damage and is poisoned 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 saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated 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.
Bonus Actions
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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open