14 (natural armor)
52 (7d10+14)
walk 40 ft., climb 40 ft.
Acrobatics +5, Perception +4
blindsight 120 ft. (blind beyond this radius)
4
The chaos quadrapod has advantage on saving throws against spells and other magical effects.
The chaos quadrapod makes up to two tentacle attacks.
Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time.
The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.