Large Fiend (Demon), Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 200 (16d10 + 112)
Speed 40 ft., Climb 30 ft.
STR
18 (+4)
DEX
24 (+7)
CON
24 (+7)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +12, CON +12, WIS +8
Skills Acrobatics +13, Deception +11, Performance +11, Stealth +13
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120, Passive Perception 13
Languages Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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.

Actions

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).

Legendary Actions

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.

DungeonDDive

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