Defensive Aura. The avolakia has a +6 Bonus to AC. This ability is always in effect.
Regeneration. The avolakia regains 10 hit points at the start of its turns. If the avolakia takes acid damage, this trait doesn't function at the start of the avolakia's next turn. The avolakia dies only if it starts its turn with 0 hit points and doesn't regenerate.
Shapechanger.
Innate Spellcasting. The avolakia's spellcasting ability is Charisma (spell save DC 18). The avolakia can innately cast the following spells, requiring no material components:
At will: chill touch, detect magic, dissonant whispers, gentle repose, mage hand
6/day each: suggestion, hold person
3/day each: animate dead, blight, create undead, fear
1/day each: circle of death, finger of death
Multiattack. The avolakia makes two greatsword attacks, or one bite attack and four claws attacks. It can replace on claws attack with an at will spell from its Innate Spellcasting trait, or it can replace all four claw attacks with one spell from its Innate Spellcasting trait that has a casting of one action.
Greatsword (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+5) slashing damage plus (2d6) acid damage.
Bite (True Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (4d8+5) piercing damage. If the target is a creature it must make a DC 18 Constitution saving throw or be poisoned for one minute. While poisoned this way, the creature has disadvantage on all Intelligence, Wisdom and Charisma saving throws. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Additionally, the target suffers a flow of negative energy. The target can not regain hit points until the start of the avolakia's next turn.
Claws. (True Form Only). Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 9 (2d4+5) slashing damage.
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