Amphibious. The Anglerpod can breathe air and water.
Confusing Light. When a creature starts its turn within 60 feet of the Anglerpod and is able to see the Anglerpod’s light, the Anglerpod can magically force it to make a DC 15 Charisma saving throw, unless the Anglerpod is incapacitated.
On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 or 2, the creature does nothing. On a 3 to 6, the creature takes no action but uses all its movement to directly towards the Anglerpod's light. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Anglerpod until the start of its next turn, when it can avert its eyes again. If the creature looks at the Anglerpod in the meantime, it must immediately make the save.
Mulitattack. The Anglerpod makes 5 attacks. 4 attacks with its Tentacles and one bite attack or Lightening pulse.
Tentacles. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 9 (1d8 + 5) [Lightening] damage.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (2d8 + 5) [Lightening] damage.
Lightening Pulse. The Anglerpod releases a static charge in a 30-foot radius. Each creature in that area must make a DC 15 Constitution saving throw, taking 9 (3d6) lightening damage on a failed save, or half as much damage on a successful one.
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