Cardimenpunch Dance. Cardimenpunch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of Cardimenpunch’s choice.
Devil’s Sight. Magical darkness doesn’t impede Cardimenpunch’s darkvision.
Innate Spellcasting. Cardimenpunch’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Cardimenpunch can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level)
Fey Ancestry. Cardimenpunch has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. Cardimenpunch’s spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Multiattack. Cardimenpunch makes two attacks: one with its Rapier and one with its shortsword.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Poisonous Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 5) piercing damage plus 11 (2d10) poison damage.