Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Boogaloo Re-generation. When the boogaloo is reduced to zero hit points by any means other than cold damage, its body divides into 5 inert clumps of flesh. On the boogaloo's next turn, these clumps transform into 5 miniature boogaloos. The miniature boogaloos each have 20% of the original boogaloo's maximum hit points and are otherwise identical to the original boogaloo; each acts on the boogaloo's turn. When a miniature boogaloo is reduced to zero hit points, it vanishes, and the remaining miniature boogaloos instantly increase in size, each gaining 20% of the original boogaloo's maximum hit points. When only one boogaloo remains, it is the original boogaloo.
Multiattack. The boogaloo makes three attacks: two with its claws and one with its bite.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Boogaloos are large bi-pedal demons with a huge, fang-filled mouths and scaled bodies. They range in color from deep red to purplish black and are often employed by more powerful demons as bodyguards and enforcers because of their resilience and ferocity. They are nearly indestructible;****y cold damage can prevent their re-generation.
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