Hook. If a creature ingests the anglesnipe, it takes 4 (1d6 + 1) force damage every time it completes a short or long rest; this damage cannot be healed while the creature is affected by this feature. If this damage would reduce a creature below 0 hit points, the effect ends and the creature is instead transported to a random location on a random plane. A creature so transported must find its own way back to its current plane of existence. Nothing short of a greater restoration spell can end this effect.
Lure. When the anglesnipe is reduced to 0 hit points, each creature within 10 feet must succeed on a DC 18 Wisdom save or become strongly compelled to ingest the anglesnipe. Creatures which are immune to becoming charmed make this save with advantage, and creatures which cannot eat automatically succeed.
Magic Resistance. The anglesnipe has advantage on saving throws against spells and other magical effects.
Taunt. Each creature within 60 feet that can see the anglesnipe must make a DC 15 Wisdom save. On a failed save, a creature will use its movement to move towards the anglesnipe and make a melee attack against it.
Description
Constantly bobbing as though suspended from unseen strings, the tiny and delicate anglesnipe has confirmed itself to be only a small part of another being, but is either unwilling or unable to explain the form or even location of its true "body," assuming the term is even applicable.
The dancing movements, shimmering color patterns, obnoxious "razzing" and posterior gyrations of an anglesnipe all contribute to the effects of its cognitoreactive broadcast, driving other beings mad with an aggressive, obsessive desire to devour it at all costs. Prey may abandon any task, endanger any life, ignore any basic tenet of common sense to follow the mocking bait.
An organism successfully ingesting an anglesnipe experiences a gradual dematerialization process, leaving behind only the hardened, crystallized brain, from which a new anglesnipe will subsequently hatch.
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