Spell Replication(Recharge 6). Once per round, the Chaos Weaver can replicate a spell cast by a player character. The Chaos Weaver can replicate a spell of 3rd level or lower that a player character has cast since its last turn. It uses the caster's spell save DC and attack bonus when applicable.
Siege Monster. The Chaos Weaver deals double damage to objects and structures.
Magic Resistance. The Chaos Weaver has advantage on saving throws against spells and other magical effects.
Multiattack. The Chaos Weaver makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (2d10+5 [roll]2d10+5[/roll]) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 5 [roll]2d6+5[/roll]) slashing damage.
Web of Chaos (Recharge 6). The Chaos Weaver sprays a fine web in a 20-foot radius around it. Each creature in that area must make a DC 16 Wisdom saving throw, taking 11 (3d6) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also under the effects of the spell Confusion.
Turret Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 27 (6d8) force damage. (This attack replicates a spell cast by a player character.)
The Chaos Weaver can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Chaos Weaver regains spent legendary actions at the start of its turn.
Attack. The Chaos Weaver makes one bite attack.
Web Recharge (Costs 2 Actions). The Chaos Weaver attempts to recharge its Web Shot ability.
Spell Replication (Costs 3 Actions). The Chaos Weaver replicates a spell cast by a player character as if using its Spell Replication trait. (This legendary action can be used only if the Spell Replication trait is not on cooldown.)
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