Aberrant Spirit

Medium aberration, -
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 4th
Speed 30 ft.; fly 30 ft. (hover) (Beholderkin only)
STR
16 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, understands the languages you speak
Challenge -     Proficiency Bonus equals your bonus

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only). At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spell's level (rounded down).

Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.

Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.

Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage

See the summon aberration spell.
Rules (Tasha´s Cauldron of Everything)

  1. DnD 5e Monsters › Aberrant Spirit