Innate Spellcasting. Angrboda’s innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:
At will: stinking cloud
1/day each: vitriolic sphere (8th-level version), wall of sand
Legendary Resistance (3/day). If Angrboda fails a saving throw, she can choose to succeed instead.
Magic Resistance. Angrboda has advantage on saving throws against spells and other magical effects.
Magic Weapons. Angrboda’s weapon attacks are magical.
Regeneration. Angrboda regains 20 hit points at the start of her turn. If she takes psychic damage, this trait doesn't function at the start of her next turn. Angrboda dies only if she starts her turn with 0 hit points and doesn't regenerate.
Multiattack. Angrboda makes three attacks: one with her bite, one with her fist, and one with her flail.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 20 (4d6 + 6) piercing damage and Angrboda regains hit points equal to the piercing damage dealt.
Fist. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
Flail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Squash (Recharge 5-6). Angrboda leaps into the air and falls prone into a 20 square foot space within 60 feet of herself. She takes no fall damage from this. Each creature in this space must make a DC 21 Dexterity saving throw. On a failed save, it takes 91 (14d12) bludgeoning damage and is knocked prone and restrained until Angrboda moves or dies.
On a successful save, it can use its reaction to move up to its speed to escape the square. If a creature is unable or unwilling to escape, it suffers the effects of a failed save.
Armor of Slime (1/day). Angrboda gains 35 temporary hit points which last for up to one hour. While any of these temporary hit points remain, she has immunity to acid damage.
Haug Rune (Recharges after a Short or Long Rest). Angrboda gains resistance to bludgeoning, piercing, and slashing damage from magical weapons for one minute.
Angrboda can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Angrboda regains spent legendary actions at the start of her turn.
Attack. Angrboda makes a fist attack or a rock attack.
Move. Angrboda moves up to half her speed.
Fling (Costs 2 Actions). Angrboda makes an attack with her flail. On a hit, she pushes the target up to 60 feet away from herself horizontally or vertically in a direction of her choicetriggering an earth tremor. All other creatures on the ground within 60 feet of her must succeed on a DC 23 Strength saving throw or be knocked prone.
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