Magic Aura. Any creature hostile to the Beast Strange that starts its turn within 10 feet of the Beast Strange must make a DC 21 Wisdom saving throw, unless the Beast Strange is incapacitated. On a failed save, the creature is petrified until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Beast Strange's Magic Aura for the next 24 hours.
Magic Resistance. The Beast Strange has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Beast Strange's spellcasting ability is Charisma (spell save DC 21). The Beast Strange can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire, power word kill
Multiattack. The Beast Strange makes four attacks: one with its bite, one with its claw.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
The Beast Strange eats the entire galaxy that it is in.
The Beast Strange reverses any 1 action that has happened in the last 10,000 years.
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