Angler - The Anglerfish can use the bodies of its victims to draw unsuspecting NPC's and players in. It can speak, but the bodies will not move, only slightly hovering above the floor. Only works in dark spaces.
Shellmaker - The Anglerfish skins its victims it is not using, and the bodies are stored away for the "Unknowing" (Unimportant if you are only using this). The skins are taxidermied and turned into puppets acting out The Strangers bidding (This is tma stuff for my campaign)
Unseen - If the corpse it is using is destroyed, the Anglerfish disappears. It cannot be killed unless the world is "Changed"
Mindless - The Anglerfish Cannot be charmed or frightened.
Strange Movements (Passive) - Gets advantage on Dex Saving Throws
Reinforce Husk - The husk gains resistance to all non-magical damage.
Flail - +0 to hit, reach 10 ft., 2 targets. Hit: 4 (1d4 + 2) Bludgeoning damage.
Invoke Stranger II - 1 Target, DC 16 Wis Saving Throw - Target enters a state in which they do not recognize their allies or enemies, and no longer remembers what they are doing there. Lasts 1 Minute.
Invoke Stranger I - 1 Target, DC 13 Wis Saving Throw - Target enters a state in which they do not recognize their allies or enemies. Lasts 1 Turn.
Strange Movements - Gets Advantage on Strength Saving Throws.
Description
An unseen tendril commands a pale body floating a few inches above the ground. Body is wearing whatever the victim was when taken, besides armor. When "It" speaks, the mouth does not move. It can only repeat simple questions.
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