Medium Construct (Simic Hybrid), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances Cold, Fire
Condition Immunities Blinded, Charmed, Deafened, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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

CountAhrack

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