Medium or Small Monstrosity, Neutral Evil
AC 13 natural armor    Initiative +2 (12)
HP 50 (9d10 + 10)
Speed 40 ft.
Mod Save
STR 18 +4 +4
DEX 15 +2 +2
CON 15 +2 +2
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 8 −1 −1
Skills Perception +6, Stealth +8, Survival +6
Immunities Necrotic, Poison, Radiant
Senses Darkvision 120ft; Passive Perception 16
Languages Draconic Understands but cannot speak
CR 4 (XP 1,100; PB +2)
Traits

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 17 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.

Actions

Multiattack. The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,1 target. Hit: 3 (1d6 + 1) [slashing] damage plus 1 (1d6 +1) [force damage].

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., # target. Hit: 2 (1d6 + 1) [slashing] damage plus 1 (1d6+1) [force] damage.

Mind Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., 1 target. Hit: 2 (2d6 + 2) [psychic] damage.

Reactions

Tail Ray. When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spell caster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage. 

Description

Resembling some sort of canine or feline quadruped at
a distance, the absorber's monstrous nature becomes
quickly apparent as it closes in. Named for its ability
to draw magical energy into its body, the absorber can
release that energy in devastating blasts through its tail,
whose eye is constantly on the lookout for prey.

TheDesender

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