Armor Class 15 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 40 ft.
Saving Throws WIS +6, CHA +3
Skills Perception +6, Stealth +8, Survival +6
Damage Immunities necrotic, radiant
Senses darkvision 120 ft., passive Perception 16
Languages understands Draconic but can't speak
Challenge 10
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.
Multiattack. The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage.
Mind Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage.
Tail Ray. When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster 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.
Explorer's Guide to Wildemount, p. 283