Weird amalgams of animal, vegetable, mineral, and unidentifiable that shouldn’t be alive but somehow are.

To create a flux beast, roll 4d6.

Die 1: Atmospherics: The manifestation of the fluxbeast’s wrongness.
1. A low droning sound that sets your teeth on edge.
2. An acrid smell that stings your nostrils.
3. A precipitous drop in temperature, cold enough to see your breath.
4. An unpleasant metallic taste in your mouth.
5. A crawling sensation all over your body.
6. An inexplicable feeling of dread, like you’re being watched.

Die 2: Locomotion: The fluxbeast has a movement speed equal to a normal, unencumbered human.
1. Scuttles on too many legs – The fluxbeast can move on vertical spaces and ceilings.
2. Levitates in a field of warped space – Ranged attacks against the fluxbeast have disadvantage.
3. Crawls on its belly in a pool of slime – The fluxbeast can’t be knocked prone.
4. Creeps about on all fours – The fluxbeast has Advantage on rolls to balance, climb, hide, jump, and sneak.
5. Staggers erratically on legs that bend the wrong way – As a free action, the fluxbeast can move up to its full speed, ignoring non-magical difficult terrain. After using this ability, there’s a 2-in-6 chance it recharges at the start of the fluxbeast’s next turn.
6. Slithers on a long, muscular tail – The fluxbeast gains a constrict attack. (As it’s action it attempts to grab an adjacent target; each round the afterwards, it deals 1d8 damage to the target. While constricting, the fluxbeast moves at half speed.)

Die 3: Attack: The fluxbeast has +4 bonus to attack rolls.
1. Telekinetically hurls objects at its target. (Range and damage based on size of object – 1d4 damage/30 foot range, 1d6 damage/20 foot range, 1d8 damage/10 foot range)
2. Lashes out with a pair of sinewy tentacles. (Makes two attacks with a 10-foot reach, 1d6 damage and the fluxbeast can make an opposed Strength check to grab the target or knock it prone)
3. Rips and tears with teeth and claws. (Makes four attacks, 1d4 damage and the target loses 1 hit point per successful attack in blood loss each round until the wounds are treated)
4. A blow a mismatched, hypertrophied limb. (Makes one attack with Disadvantage, deals 2d6 damage; if the doubles are rolled for damage, the target must succeed a Strength saving throw or be knocked prone)
5. Strikes with tail stinger dripping venom. (Makes one attack with a 10-foot reach, deals 1d6 damage and the target must succeed a Constitution saving throw or suffer 1d6 damage each round and Disadvantage on all rolls due to excruciating pain; three successful Constitution saves ends the effect)
6. Sweeping slash with a serrated bone blade (Makes one attack with Advantage, deals 1d8+1 damage; on an a critical hit, the attack severs one of the target’s limbs)

Die 4: Defense: The fluxbeast has an Armor Class equivalent to medium/chainmail armor.
1. The fluxbeast can mimic the appearance and basic behavior of any creature it observes, but cannot speak intelligibly. It must revert to its true form to attack.
2. The fluxbeast is covered in venomous spines. A creature making a melee attack against the fluxbeast must succeed a Dexterity saving throw to avoid being stung. A stung creature becomes paralyzes until it succeeds a Constitution saving throw.
3. As its action, the fluxbeast can attempt to telepathically influence another creature it can see and that can see the fluxbeast. If the target fails a Wisdom saving throw, it regards the fluxbeast as an ally to be trusted and defended. This effect lasts until the target is attacked by the fluxbeast, the fluxbeast moves more than 100 feet away, or the fluxbeast dies. A fluxbeast cannot have more than 4 creatures under its influence at a time.
4. As its action, the fluxbeast hurls a mass of sticky, fibrous tendrils at a target is can see within 30 feet. If the target fails a Dexterity saving throw, it becomes entangled in the strands, unable to move more 5 feet per turn and Disadvantaged on all rolls. A successful Strength saving throw removes the tendrils. After using this ability, there’s a 2-in-6 chance it recharges at the start of the fluxbeast’s next turn.
5. As its action, the fluxbeast can surround itself with a cloud of invisible, toxic vapors. Creatures within 10 feet of the fluxbeast must succeed a Wisdom saving throw or succumb to pervasive, realistic hallucinations for one minute or until they succeed three Wisdom saving throws, whichever comes first. After using this ability, there’s a 1-in-6 chance it recharges at the start of the fluxbeast’s next turn.
6. When the the fluxbeast drops below half its total hit points, it transforms into different, highly aggressive physical form. Its armor class increases to heavy, it gains an entirely different mode of locomotion (reroll that trait), and it loses its normal attack. Instead, it can make two melee attacks with Advantage that deal 1d8 damage. The transformation is gruesome to behold; creatures that see it happen must succeed a Wisdom saving throw or be unable to act on their next turn.

A fluxbeast is a Medium-sized aberration with hit points equal to the sum of the dice rolled to generate it and rolls saving throws as a 4th-level magic-user.