b'Angler Worm \n'b'  Huge   monstrosity ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  104 (11d12 + 33)  Speed  20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX:  5 (-3)  CON:  16 (+3)  INT:  3 (-4)  WIS:  14 (+2)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   blinded ,  charmed ,  deafened ,  poisoned ,  prone   Senses  tremorsense 60 ft., passive  Perception  12  Languages  \xe2\x80\x94  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Touch . The angler worm has advantage on  Wisdom  ( Perception ) checks that rely on vibrations. \n'b'  Snare Walker . The angler worm ignores movement restrictions caused by its snares or the snares of other angler worms. \n'b'  Spider Climb . The angler worm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Transparent Trap . With 10 minutes of work, the angler worm can create a web of nearly transparent snares in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of snares layered over a flat surface has a depth of 5 feet. The web is  difficult terrain , and the snares forming it are nearly transparent, requiring a successful DC 15  Wisdom  ( Perception ) check to notice them. A creature that starts its turn in the web of snares or enters the web during its turn must succeed on a DC 13  Dexterity  saving throw or be  restrained  by the sticky snares. A creature  restrained  by the snares can use its action to free itself by succeeding on a DC 13  Strength  check. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The angler worm makes two Bite attacks or one Bite  attack  and one Coils attack. \n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage. \n'b'  Coils .  Melee Weapon Attack : +4 to hit, reach 10 ft., one creature.  Hit : 12 (3d6 + 2) bludgeoning damage, and the target is  grappled  (escape DC 13). Until this grapple ends, the target is  restrained  by the angler worm, it can\xe2\x80\x99t breathe, it takes 10 (3d6) bludgeoning damage at the start of each of the angler worm\xe2\x80\x99s turns, and the angler worm can\xe2\x80\x99t use its Coils on another target. \n'b'  Ethereal Lure (Recharge 4\xe2\x80\x936) . The angler worm creates an orb of faint, blue light on a point it can see within 20 feet of it. The light glows until the start of the worm\xe2\x80\x99s next turn. When a creature that isn\xe2\x80\x99t an angler worm starts its turn within 60 feet of the orb and can see the light, it must succeed on a DC 13  Wisdom  saving throw or be  charmed  until the start of its next turn. While  charmed , the creature must take the  Dash  action and move toward the light by the most direct route, trying to get within 5 feet of the light. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, the creature can repeat the saving throw, ending the effect on itself on a success. If the  charmed  creature enters the worm\xe2\x80\x99s snares, it has disadvantage on the saving throw to avoid being  restrained . \n'b'\n'b' ABOUT \n'b' As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal. \n'b'  Silk Snares . The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually.'