Magic Resistance. The spirit has advantage on saving throws against spells and other magical effects.
Flyby. The spirit doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Limited Telepathy. The alebrije can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Stratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Gore. 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 poisoned 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.
Teleport (Recharge 4–6). The spirit magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.
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