Water Walk. The Phaeleon has the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
Turn Immunity. The Phaeleon is immune to any effect that turns undead.
Colidae - Locate Creature. Twice a day, the Spirit Warrior can cast the spell Locate Creature on a planet wide scale for 1 hour.
Phylliidae - Active Camouflage. The Spirit Warrior has advantage on Dexterity (Stealth) checks and can attempt to hide as a bonus action.
Two Beings As One. The Phaeleon is unable to take actions or move unless it is piloted by another creature. In order for a creature to pilot the Phaeleon it must be able to fit in the pilot capsule (typically sized for a medium creature) and have an Intelligence score of at least 8. A creature can enter or exit the cockpit by using an action. While being piloted by another creature, the Phaeleon is entirely under that creature’s control and takes its turn in initiative in place of the pilot’s turn. If the Phaeleon has to make a saving throw it uses the pilot's saving throw modifier in place of its own. If the spirit warrior takes any amount of psychic damage, the pilot takes the damage instead. If the Phaeleon is reduced to 0 hit points, the pilot must succeed on a DC 18 Constitution saving throw or be reduced to 0 hit points. The Phaeleon also has some control over who is allowed to pilot it. If a creature attempts to control the spirit warrior and the spirit warrior does not want to be controlled by that creature, the pilot must succeed on a DC 18 Charisma saving throw. On a failed save the unwanted creature takes 18 (5d6) psychic damage, gains 1 level of exhaustion, and is unable to pilot the spirit warrior for 24 hours. On a successful save the creature can pilot the Phaeleon as normal until it exits the cockpit.
Multiattack. The Phaeleon can make three weapon attack attempts per attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 16 (2d6 + 9) [bludgeoning] damage.
Trident. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: # (2d6 + 9) [piercing] damage.
Longbow. Ranged Weapon Attack: +10 to hit, range 250/750 ft., 1 target. Hit: # (2d8 + 5) [piercing] damage.
Caelifera - Leap. As a bonus action the mech leaps up to 30 feet high and 30 feet in any direction, provided its speed isn’t 0.
Projected Shield. An invisible barrier of magical force appears and protects an ally. Until the start of their next turn, you have a +5 bonus to AC, including against the triggering attack, and they take no damage from magic missile.
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