Grasping Tendrils. The pod can have up to three tendrils at a time. Each tendril can be attacked (AC 11; 5 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the pod, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 10 Strength check against it.
Multiattack. The pod makes two attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the pod.
Tendril. Melee Weapon Attack: +2, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the pod can't use the same tendril on another target.
Reel. The pod pulls each creature grappled by it up to 25 feet straight toward it.
Spell Reflection. If the pod makes a successful saving throw against a spell, or a spell attack misses it, the pod can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the pod. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Description
Aberration pods are incubation sacs for aberrant creatures. When they are killed, they will burst and the aberrations will spill out. If not destroyed, aberrations will slowly crawl out as they are ready.
Pretty neat monster, although I feel 50 feet reach might be a bit too strong. Even if I understand why you chose it (50+10 ft means 60 ft, so Dashing away is impossible), its large HP pool, the amount of tendrils, it extremely tank and vulnerable only to ranged weapon attacks. Instead, I'd make its reach 10ft and put it in a small confined space with almost no escape routes to compensate.
Also, how many tendrils can be regenerated per turn? One or All?