Flee. On a miss the fish can move away at half it's speed in any direction.
Lure. Range 30ft., one target. The angler fish lights up his bulb to try and lure in a target. If the target can see the angler fish and isn't Restrained, Grappled or Incapacitated, then it must succeed a DC 13 WIS saving throw or move 10ft in the direction of the angler fish. If, after the target moves, it is in range of a bite attack, the angler fish can make a Bite attack against the target with advantage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Piercing damage.
Water Jet. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 5 (2d4) Cold damage.
Description
An angler fish infused with magic, bigger than it's abyssal cousins, this fish is even found in rather shallow bodies of water. It loves circling ruins or swimming in pounds found in dungeons. Do not let his small size deceive you as it can pack a punch if it gets close enough.
**Not my art, I found it on google image search**
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