Medium Fiend, Typically Chaotic Neutral
Armor Class 13 (Natural Armor)
Hit Points 50 (5d12 + 18)
Speed 35 ft., Climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws CON +7, CHA +7
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 30 ft, Passive Perception 19
Languages Abyssal, Common, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Spellcasting. The Angog casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):

At will: detect magic, locate animals or plants

3/day each: dispel magic, entangle, plant growth

1/day each: etherealness, teleport

Divide and Devour (1/day). The Angog can choose to exist as a fully formed creature or as multiple more miniature versions of itself on a whim. As an action, the Angog can disperse into six individual creatures for one minute. The creatures have the statistics of a Black Abishai but divide the Angog's hit points at the time of dispersal equally among them. When the separated creatures lose half their hit points, they reform into one collective creature and regenerate 22 (4d10) hit points.

Barbed Hide. At the start of each of its turns, the Angog deals 5 (1d10) piercing damage to any creature grappling it.

Devil's Sight. Magical darkness doesn't impede the Angog's darkvision.

Magic Resistance. The Angog has advantage on saving throws against spells and other magical effects.

Actions

Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d10 + 2) slashing damage. 

Spores (Recharge 3-6). The Angog releases spores into a 10 foot radius around itself. All creatures inside that circle or that go into the circle later must succeed on a dc 14 constitution saving throw or have one of these effects until the start of your next turn.

Spores of sadness. Until the start of your next turn your speed is 0 and you cannot take reactions or bonus actions.

Spores of Rage. Until the start of your next turn every time you try to attack, your attack deflects and changes the target.

Spores of Fear. you become frightened of every creature that was within 10 feet of you when you became fearful. If you succeed on a dc 15 Intelligence saving throw you are no longer frightened and cannot become frightened in this way for 24 hours.

Creeping Darkness (Recharge 6). The Angog casts darkness at a point within 120 feet of it, requiring no spell components or concentration. Wisdom is its spellcasting ability for this spell. While the spell persists, the Angog can move the area of darkness up to 60 feet as a bonus action.

eDuntz

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