Defensive Aura. When a creature within 10 feet of the avolakia targets it with an attack, it must first succeed on a DC 18 Wisdom saving throw or have disadvantage on the attack roll.
Regeneration. The avolakia regains 10 hit points at the start of its turn. If the avolakia takes acid or lightning damage, this trait doesn't function at the start of the avolakia's next turn. The avolakia dies only if it starts its turn with 0 hit points and doesn't regenerate.
Innate Spellcasting. The avolakia's innate spellcasting ability is Charisma (spell save DC 18). The avolakia can innately cast the following spells, requiring no material components:
at will: chill touch, alter self (can become a medium or small humanoid), detect thoughts, mage hand, detect magic
3/day each: suggestion, animate dead, vampiric touch, fear
1/day each: create undead, enervation
Multiattack. The avolakia makes three claw attacks and one bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the creature cannot regain hit points and it has disadvantage on Wisdom saving throws. The poisoned creature can repeat its saving throw at the end of its turn, ending the effect on a success.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft. one target. Hit: 12 (2d8 + 4) slashing damage.
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