Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.
Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) bludgeoning damage plus 10 (3d6) psychic damage.
Nightmare Blast. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit:7 (2d6) psychic damage, and the target must succeed on a DC 12 Wisdom saving throw or have the frightened condition until the start of the mutate's next turn.
Defensive Flight. Immediately after taking damage, the mutate flies up to its speed. This movement doesn't provoke opportunity attacks.
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature's existence.