You are on page 1of 2

30/10/2022, 12:14 RPG Workshop

Mantrillid, The Angler


Large Aberration

Armor Class 15
Hit Points 145 (10d20 + 40)
Speed 30ft

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 18 (+4) 14 (+2) 11 (+0) 7 (-2)

Saving Throws INT +5, WIS +3


Skills Perception, Stealth
Condition Immunities Blinded, Charmed, Frightened
Damage Immunities Psychic
Damage Resistances Lightning
Languages Abyssal, Common, Sylvan

Aura of Intensity. When a creature that enters within 30 feet


of the mantrillid for the first time on a turn or starts its turn there,
it must succeed a DC 15 Wisdom saving throw or suffer an
amplification of its current emotional state. The target has
disadvantage on Wisdom saving throws. For each creature
affected by the aura, the mantrillid gains 5 (2d4) temporary hit
points at the start of its turn, to a maximum of 20 (6d4). An
affected creature can repeat its saving throw at the start of each
of its turns to end this condition. On a successful save, the
creature is immune to the mantrillid's Aura of Intensity for 24
hours.
Angler. Mantrillid can pull specific memories from a creature
within 80ft, it can then adopt a form to match that memory, such
as a person, or object. The form is seperate from its main body,
and acts as a lure. While the memory form is active, Mantrillid
remains invisible, and undectectable by magical means by phasing
into the ethereal plane.
Emotive Empathy. The mantrillid can share and comprehend
emotions empathetically. It can use an action to spread strong
emotions such as panic or grief to other creatures within 20ft.
Psychic Tension. When the mantrillid hits with a melee attack, it
deals an extra 3 (1d6) psychic damage (included in the attack).
https://rpgworkshop.app/dnd5e/statblock-generator 1/2
30/10/2022, 12:14 RPG Workshop

Additionally, when the mantrillid takes damage of any type but


psychic, each creature within 5 feet of the mantrillid takes 3 (1d6)
psychic damage.

Actions
Multiattack. Mantrillid makes two melee attacks.
Beak.  Melee Weapon Attack. +5 to hit,  Reach 5ft.,  1 target. 
Damage:  11 (2d6 + 5) piercing.
Claw.  Melee Weapon Attack. +7 to hit,  Reach 5ft.,  1 target. 
Damage:  12 (1d10 + 7) slashing.
Tendril.  Melee Weapon Attack. +5 to hit,  Reach 15ft.,  1
target.  Damage:  7 (1d4 + 5) piercing.
Tendril Additional. If the target hit and damaged by Tendril is a
Medium or smaller creature, it is grappled (escape DC 15). Until
this grapple ends, the target is restrained, the target loses 5 (1d4
+ 3) hit points at the start of each of its turns due to blood loss,
and the mantrillid can’t use this tendril on another target. The
mantrillid has two tendrils.

https://rpgworkshop.app/dnd5e/statblock-generator 2/2

You might also like