Magic Weapons. Cavallah's weapon attacks are magical.
Regeneration. Cavallah regains 10 hit points at the start of her turn if she has at least 1 hit point.
Innate Spellcasting. Cavallah's spellcasting ability is Charisma (spell save DC 18). Cavallah can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep, polymorph
Spellcasting. Cavallah is a 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She has the following warlock spells prepared:
Cantrips (at will): minor illusion, booming blade, eldritch blast, mage hand
1st-5th Level (3, 5th-level slots) - blink, armor of agathys, dimension door, faerie fire, dominate beast, misty step, fear, hold monster, phantasmal force, seeming, hex
Beguiling Defences. Cavallah is immune to being charmed, and when another creature attempts to charm her, she can use her reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against Cavallah's warlock spell save DC or be charmed by her for 1 minute or until the creature takes any damage.
Multiattack. Cavallah makes two attacks, either with her claws or her glaive.
Claw (Oni Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage, or 10 (1d10 + 5) slashing damage in Small or Medium form.
Change Shape. Cavallah magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into her true form. Other than her size, her statistics are the same in each form. The only equipment that is transformed is her glaive, which shrinks so that it can be wielded in humanoid form. If Cavallah dies, she reverts to her true form, and her glaive reverts to its normal size.
Misty Escape (Recharges after a Short or Long rest). In response to taking damage, Cavallah turns invisible and teleports up to 60ft. to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks, makes a damage roll or casts a spell.
Cavallah can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Cavallah regains spent legendary actions at the start of her turn.
Weapon attack. Cavallah makes a weapon attack with either her glaive or her claws.
Command Ally. Cavallah targets one ally she can see within 30ft. of her. If the target can see and hear her, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Dislocate (Costs 3 Actions). Cavallah magically forces two creatures she can see within 120ft. of her to switch places with one another. This movement counts as teleportation and does not provoke opportunity attacks.
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