Innate Spellcasting. The cabinet's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: suggestion, magic missile
2/day each: ray of enfeeblement, sleep
Magic Resistance. The cabinet has advantage on saving throws against spells and other magical effects.
Wiring.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Passion project. The cabinet has 3 dice advantage on all stealth checks from being identified as animated
Terameld (1/Day). If the cabinet has someone grappled, it can choose to transport them into a twisted version of the game world where the aliens won and you are trapped on an abandoned space station with them, once a target is inside the game, each turn they must make a DC 16 charisma saving throw or take 2d6 psychic damage, if they roll a 21 with modifiers, they are freed from the game
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