Anomalocaris (5e Creature)

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Anomalocaris[edit]

Small beast, unaligned


Armor Class 14 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 15 ft., swim 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 1 (-5) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +5
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 2 (450 XP)


Evasive Fins. When the anomalocaris takes the Dodge action underwater, it can move up to half its swim speed as a part of the same action without provoking opportunity attacks.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) poison damage.

Sensory Flare (Recharge 5–6). The anomalocaris flashes and spins. Each creature within 10 feet of the anomalocaris that can see it must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls made against it until the end of their next turn.


Istockphoto-1188427900-612x612.jpg

A smaller, more agile species of anomalocaris hunts in dark reefs, caverns, swamps and coastal trenches. It uses bursts of light and swirling motion to confuse prey, grabbing them with hooked claws before delivering a powerful bite. While less physically imposing than its larger kin, its speed and reflexes make it deadly in tight waters.

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