Mimicry. The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Innate Spellcasting. The cackler’s innate spellcasting ability is Charisma (spell save DC 10, +5 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:
At will: fire bolt
1/day: Tasha’s hideous laughter
Last Laugh. When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 10 Wisdom saving throw or take 1 psychic damage.
Attack Restriction. The cackler (familiar) has only one action per turn; innate spellcasting, mimicry, bite, spiked chain or taking other actions as normal.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Spiked Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1 slashing damage.
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