Innate Magic. Due to the book wyrm's innately magical nature, the book wyrm has advantage on saving throws against spells and other magical effects as well as granting advantage on Intelligence (Arcana) checks as well as the ability to identify a spell effect or magical items once per day.
Keen Senses. The book wyrm has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy. The book wyrm can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Familiar. The book wyrm can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the book wyrm senses as long as they are within 1 mile of each other. At any time and for any reason, the book wyrm can end its service as a familiar, ending the telepathic bond.
Paper Cut. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Spark. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become stunned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Connection to the Weave. Due to the book wyrm's innate connection to the weave, book wyrm can sense spells as they are being casted and, once per day, may Counterspell a spell that could outright kill it's companion.
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