Frenzied State (Recharges after a Short or Long Rest). If the magala would be reduced to 0 hit points, its current hit point total instead resets to 241 (21d12 + 105) hit points, it gains a +2 bonus to its AC, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the magala can now use its Super Frenzy Explosion during the next hour and some of its actions gain additional effects for the same duration.
Frenzy. When a creature gains its third frenzy charge, it must make a DC 23 Constitution saving throw or be diseased with the frenzy virus until dispelled by a greater restoration or wish spell on a failed save or isn't diseased and its frenzy charges reset to zero on a successful one.
Frenzy Dust. Every 15 feet the magala moves, it leaves a purple cloud filled with the frenzy virus in a 10-foot cube in a space adjacent to it. The clouds disperse after 1 hour, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature starts its turn in a cloud or enters it for the first time on a turn, it gains 1 frenzy charge.
Legendary Resistance (3/Day). If the magala fails a saving throw, it can choose to succeed instead.
Multiattack. The magala makes one Horn attack and two Winged Arm attacks.
Horns. Melee Weapon Attack: d20+17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the target gains 2 frenzy charges.
Winged Arm. Melee Weapon Attack: d20+17 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) bludgeoning. If the target is Huge or smaller, it is grappled (escape DC 20). If the magala's Frenzied State has activated in the last hour, it also creates explosions of the frenzy virus (on a hit or miss) in a 20-foot-long line that is 5-feet wide originating in the target's space. Each creature in that line must make a DC 20 Dexterity saving throw, taking 21 (6d6) necrotic damage and gain 1 frenzy charge on a failed save, or half as much damage and doesn't gain a charge on a successful one.
Frenzy Breath (Recharge 5-6). The magala exhales three orbs of concentrated frenzy virus that zigzag across a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (14d8) necrotic damage and gain 1 frenzy charge on a failed save. On a successful save, a target takes half as much damage, and does not gain a frenzy charge.
If the magala's frenzied state has activated in the last hour, it deals an extra 18 (4d8) necrotic damage and a creature gains two frenzy charges on a failed save.
Super Frenzy Explosion (Frenzied State Only; Recharges after a Short or Long Rest). The magala expels a blast of frenzy clouds at a point within 120 feet of it. Each creature in a 30-foot-radius sphere centered on that point must make a DC 20 Dexterity or Constitution saving throw (target's choice), taking 99 (22d8) necrotic damage and gains two frenzy charge on a failed save, or half as much damage and doesn't gain charges on a successful one.
The magala 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. The magala regains spent legendary actions at the start of its turn.
Detect. The magala makes a Wisdom (Perception) check.
Viral Discharge. Ranged Weapon Attack: d20+17 to hit, range 60/240 ft., one target. Hit: 21 (6d6) necrotic damage or 28 (8d6) if the magala's Frenzied State has activated in the last hour, and the target gains 1 frenzy charge.
Aerial Lunge (Costs 2 Actions). While flying, the magala moves up to half its fly speed straight towards a target and makes on Winged Arm attack against it.
Close Range Frenzy Burst (Costs 2 Actions). The magala releases three explosions of the frenzy virus in a 5-foot long line that is 15-feet wide centered on a point in front of it. Each creature in that area must make a DC 20 Dexterity saving throw, taking 28 (8d6) necrotic damage and gain 1 frenzy charge on a failed save, or half as much damage and doesn't gain a frenzy charge on a successful one.
If the magala's frenzied state has activated in the last hour, it instead creates five explosions in a 5-foot long line that is 25-feet wide centered on a point in front of it.
Ground Slam (Costs 2 Actions). The magala rises up and slams its winged arms down on the ground beneath it. Each creature in a 15-foot square originating from the magala must make a DC 25 Dexterity saving throw, taking 24 (4d6 + 10) bludgeoning damage and be pushed up to 10 feet away and knocked prone on a failed save, or half as much damage, isn't pushed away, or knocked prone on a successful one.
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