Magic Resistance: The weaver has advantage on saving throws against spells and magical effects.
Chromatic Disc: The weaver can create a chromatic disc that shimmers with ever-changing colors. The disc is indestructible but if it is lost it can create a new one over one week, causing the old one to disappear. While held in its hands, the Spellweaver gains 10 temporary hit points at the start of each of its turns.
Dancing Blades. Each creature of the weaver's choice that starts its turn within 5 feet of the weaver takes 10 slashing damage.
Multiattack: The weaver makes six scimitar attacks. It may move up to 15 feet without triggering opportunity attacks between any of the attacks. If at least three of those attacks hit against a single creature the weaver may move that creature along with it as it moves.
Scimitar: Melee Weapon Attack: +8 to hit, reach 5 ft, one target. 6 (1d6+3) slashing damage.
Field of Denial: Once per day, the weaver can create a 200 ft. radius sphere that prevents planar travel and divination spells from being cast within it or affected it. The field lasts for ten minutes.
Drain Magic Item: The weaver can drain the magic from a non-legendary magic item it touches. A drained magic item becomes a mundane item with no magic properties. If the item is currently held by another creature, the creature may attempt a DC 14 Dexterity saving throw to wrest the items away from the weaver.
Plane Shift: Once per day, the weaver can cast Plane Shift targeting only itself.
Perfect Parry. The weaver adds +3 to its AC until the start of its next turn.
Teleport Assault. In response to an enemy making an attack roll against an allied creature it can see within 100 feet, the weaver may teleport adjacent to that creature and make two scimitar attacks.
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