Mass Of Flesh. The Ungilating form of this aberration takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the Avatar can't be seen.
A creature within 5 feet of the Avatar can take an action to pull a creature or object out of the Avatar. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Chaotic Form: at the start of its turn roll a d4 and the following effect happens.
1. Psychic wave: every creature within 20ft must make a dc 12 or take 2d6 psychic damage and fall prone.
2. Harden. +2 ac
3. Grow. The creature heals 4d6 health
4. Aura of chaos: anytime a creature casts a spell within 20ft of the creature roll a d20 on a 11+ Roll on the wild Magic Table.
Multi attack: the avatar can make 3 actions.
Grasping Claw (2 actions). Melee Weapon Attack: +4 to hit, reach 20 ft., one creature. Hit: 4 (1d6) acid damage. a creature medium or smaller is then grasped it is pulled 5 ft towards the avatar and grappled (dc 14 strength check to escape) pulls the target 5 feet towards it at the begging of its turn.
Acidic Tongue (1 action). Ranged Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (2d6) acid damage. pulls the target 5 feet towards it.
Bite (1 action). Melee weapon attack: +4 to hit one creature 7 (2d6) Piercing Damage.
Engulf (movement). The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 12 (4d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
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