Magic Resistance. The absorber has advantage on saving throws against spells and other magical effects.
Pounce. If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the absorber can make one bite attack against it as a bonus action.
Feed on Elements. If the absorber takes fire, cold, lightning, or acid damage from a spell or other magical effect, its size increases by one category. If there isn’t enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. Its Tenticle attack die raises 1 stage per size increase and it gains +5 ft in range.
If the absorber starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 26 Dexterity saving throw, taking 40 (8d10) force damage on a failed save, or half as much damage on a successful one. The explosion creates apace in a 20-foot radius centered on a point within range becomes warped with psionic energies. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d6 psychic damage for every 5 feet it travels.
The transformation of the space is camouflaged to look natural. Any creature present must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. The absorber size then becomes Medium.
Multiattack. The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, range 10 ft., one creature. Hit: 22 (2d12 + 10) piercing damage plus 12 (4d6) force damage.
Tentacle. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 10) bludgeoning damage plus 12 (4d6) force damage.
Mind Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 30 (6d10) psychic damage.
Tail Ray. When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 27 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.
Tentacle. The absorber makes one attack with its claws.
Bite (Costs 2 Actions). The absorber makes an attack with its bite.
Mind Bolt. The absorber makes one attack with its Mind Bolt.
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