Spider Physiology. Angel Dust has two retractable pairs of arms. He can summon the hidden pair as a bonus action, giving him +1 attack per round while extended.
Flamboyant Agility. Angel Dust can take the Disengage action as a bonus action on each of his turns.
Chaotic Presence. Enemies within 10 ft. of Angel Dust have disadvantage on saving throws against being frightened or charmed.
Legendary Resistance (3/day). If the Angel Dust fails a saving throw, it can choose to succeed instead.
Multiattack. Angel Dust makes three attacks: two with Spider Claws or his firearms and one Web Whip.
Spider Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Web Whip. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 7) slashing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 19 Strength saving throw or be restrained until the end of its next turn.
Tommy Gun Volley (Recharge 5–6). Angel Dust fires six bullets in a 30-ft cone. Each creature in the area must make a DC 20 Dexterity saving throw, taking 36 (8d8) piercing damage on a failure, or half as much on a success.
Pole Dance Acrobatics (Recharge 4–6). Angel Dust performs a flashy acrobatic maneuver. All creatures within 10 ft. must succeed on a DC 20 Dexterity saving throw or be knocked prone. On a success, they take no damage but are distracted (disadvantage on attack rolls until their next turn).
Angel Dust 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. Angel Dust regains spent legendary actions at the start of its turn.
Quick Flip: Move up to 30 ft. without provoking opportunity attacks.
Spider Strike: Make one Spider Claws attack.
Taunt (Costs 2 Actions): One creature within 20 ft. must succeed on a DC 19 Wisdom save or use its reaction to attack Angel Dust before the end of its next turn.
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