Innate Spellcasting. The asakku's innate spellcasting ability is Wisdom. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: Dancing Lights, Detect Thoughts, Fly, Polymorph, Prestidigitation, Shocking Grasp
1/day: Charm Person, Contagion, Silent Image, Tongues
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Multiattack. The asakuu makes three attacks: one with it's bite, and two with his claw attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning or slashing damage (claw’s choice).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: # (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
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