Hydra Regeneration. At the beginning of its turn, unless it took acid damage, the creature can heal for 10 hit points.
Spellguard Breastplate. Barding that gives Cragnir advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against Cragnir.
Electrum Wit. Gain a bonus to initiative rolls equal to your Intelligence Modifier.
Spellcasting. Cragnir is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The acolyte has following sorceror spells prepared:
Cantrips (at will): lightning lure, shocking grasp, mind sliver, mending
1st level (4 slots): longstrider, protection from evil and good, absorb elements, detect magic, chaos bolt
2nd level (2 slots): lesser restoration, protection from poison, invisibility
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) lightning damage.
Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 10 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Runic Deflection. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
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