Whenever an aberration near the chimera is killed, roll any die; on an EVEN result, it targets the corpse of the aberration, pulls it into its mass, and heals 15 HP.
On an ODD result, the aberration lashes out with searching tentacles. The target must make a DC 15 WIL SAVE; on success, the tentacles latch, and the target is restrained and must use an action to free themselves. On a failure, they are pulled to the creature and enmeshed in its mass. Each turn, they must make a DC 10 WIL save; on a failure, they are incorporated into the mass. Each turn, they take 1d8+15 damage. Each wound they receive heals the creature for 10 HP. Another companion can use one action to automatically remove the enmeshed creature as long as they are adjacent.
- •Claw Assault.
Deal 1D10+4 damage to a target. ON HIT, they have disadvantage on their next saving throw.
- •Tentacle Shove.
Pick two targets. Force them to make a DC14 STR save. Move each target 4 spaces. If they collide with terrain, they are restrained and must use an action to free themselves.
- •Spasdic Approach.
Move 5 spaces. If your path is blocked by a character, the movement must end, but they take 2d6 damage.
- •For their Compleation.
Command and aberration to act. Allowing them a new round of actions.