15 (natural armor)
80
walk 30 ft., fly 30 ft. (hover) (Beholderkin only)
psychic
darkvision 60 ft.
Deep Speech, understands the languages you speak
3
40 + 10 for each spell level above 4th
11 + the level of the spell (natural armor)
Proficiency Bonus equals your bonus
The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
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.
The aberration makes a number of attacks equal to half this spell's level (rounded down).
Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 1d8 + 3 + the spell's level psychic damage.
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.
Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level psychic damage.