Ancient Fisherman
Medium humanoid, neutral
Armor Class
16 (mithril chainmail)
Hit Points
110 (13d10 + 39)
Speed
30 ft., swim 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Senses
passive Perception 19
Saving Throws
Str +6, Wis +6
Skills
Athletics +6, Nature +4, Perception +9, Survival +6
Languages
any three languages
Challenge
5 (1,800 XP)
Aquatic Expert. The fisherman can hold his breath for up to 10 minutes and his abilities are unimpeded when engaging in underwater combat.
Innate Spellcasting. The fisherman’s innate spellcasting ability is Wisdom (spell save DC 14). The fisherman can innately cast the following spells, requiring no material components:
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At will: dancing lights, shape water
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1/day each: control water, tidal wave, wall of water, watery sphere
Actions
Multiattack. The fisherman makes three attacks: one with his harpoon and two with his hook.
Giant Hook. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Harpoon. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target is grappled (escape DC 14).
The fisherman may use his bonus action to pull the target up to 30 feet towards him, dealing an additional 9 (2d8) piercing damage. If the fisherman uses this attack with a target already grappled, the target is pulled up to an additional 30 feet and takes 9 (2d8) piercing damage. Whenever the grappled creature attempts to break free of the grapple, they immediately take 9 (2d8) piercing damage at the harpoon tears at them.
Catch and Release (Recharge 5-6). The fisherman performs a vicious attack on a target grappled by his harpoon within 5 feet. He makes an attack roll with advantage using his giant hook. On a hit, he pierces through the target with the hook, then rips it from their body, dealing an additional 33 (6d10) piercing damage with the attack.