Innate Spellcasting. The reincarnate’s spellcasting ability is Charisma (spell save DC 14). The reincarnate can innately cast the following spells, requiring no material components: 1/day each: counterspell, fireball, spirit shroud
Magic Resistance. The evil reincarnate has advantage on saving throws against spells and other magical effects. Evil Aura. Any creature that is not evil and starts its turn within 15 feet of the evil reincarnate must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion . On a successful saving throw, the creature is immune to the evil reincarnate's evil aura for 24 hours. Once they are immune all levels of exhaustion disappear.
Multiattack. The evil reincanate makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.