# Kelp Angler >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ <div class="grid-container"><div class="MON">Kelp Angler</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Fiend Folio pg. 113</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Plant (aquatic) **Init** +6 **Senses** blindsight 100 ft., low-light vision; **Perception** +0 #### defense **AC** 21, 11 touch, 19 flat-footed (+2 Dex, +10 natural, -1 size) **hp** 83 (11d8+33); regeneration 4 (acid) **Fort** +10, **Refl** +5, **Will** +3 **Feint** 18, **Demoralize** 21 **Immune** bludgeoning weapons, cold, plant traits; **Resist** fire 20 #### offense **Speed** 20 ft., swim 60 ft. **Melee** 4 tendrils +13 (1d8+5/19-20 plus grab) **Space** 10 ft., **Reach** 5 ft. **Spell-Like Abilities** (CL 11th, Concentration +12) > **3/day**— _dispel magic_, _entangle_ > **1/day**— _confusion_, _displacement_ #### statistics **Str** 20, **Dex** 15, **Con** 17, **Int** 6, **Wis** 11, **Cha** 12 **BAB** +8, **CMB** +11 (+15 to grapple), **CMD** 23 (27 vs. grapple), **TA** +12, **RTA** +9 **Feats** [[Greater Grapple]], [[Improved Critical]] (tendril), [[Improved Grapple]], [[Improved Initiative]], [[Power Attack]], [[Weapon Focus]] (tendril) **Skills** Climb +10, Perception +0, Stealth +12, Swim +19 **Racial Modifiers** +12 Stealth #### ecology **Terrain** Any aquatic or coastal **Organization** Solitary **Treasure** Standard **Advancement** 12–15 HD (Large); 16–33 HD (Huge) Kelp anglers are reef assassins. They lurk in shadowy shoals, coral growths, and kelp beds, waiting for fresh prey to wander their way. With a knack for finding shipping lanes and commonly used coastal waters, they quickly become a menace to any other creatures in the vicinity of an angler’s territory. A kelp angler resembles a large tangle of kelp shaped roughly like a jellyfish, 9 feet long and 4 to 5 feet in diameter. Its coloration varies depending on the natural colors of its surroundings. A kelp angler stakes out an area for days at a time and patiently waits for large prey to present itself. By staying in one area, the creature can remain near a large kelp patch or a reef without driving away smaller denizens, which preserves the illusion of safety in the area. ### Combat A kelp angler’s natural appearance ensures that one is rarely spotted until it attacks. It often begins a fight by using its confusion ability on one opponent before moving in to grapple others. Kelp anglers know something of magic and have evolved the ability to dispel spells with some proficiency. Once a target is grappled, a kelp angler typically triggers its dispel magic effect to remove magical protection (such as water breathing) from the victim, thereby subjecting it to the effects of being underwater and possibly the threat of drowning. Kelp anglers can be summoned using a _summon nature’s ally VII_ spell.