19 (natural armor)
262 (25d10+125)
walk 30 ft.
Int +12, Cha +11
Arcana +12, Deception +11, Insight +9, Perception +9, Stealth +10
cold, fire; bludgeoning, piercing, slashing from nonmagical weapons
poison
charmed, poisoned
darkvision 120 ft., truesight 60 ft.
Common, Abyssal, Celestial, telepathy 120 ft.
17
If Rangda fails a saving throw, she can choose to succeed instead.
Rangda has advantage on saving throws against spells and other magical effects.
The rangda, demon lord of witches's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: charm person, comprehend languages, eldritch blast (4d10), fly, mage hand, vicious mockery (4d4) • 3/Day each: bestow curse (8 hours), blight, counterspell, major image, remove curse, tongues, witch bolt (5d12) • 1/Day each: feeblemind, plane shift, true polymorph
Rangda makes three attacks. two with her claws and one with her tongue lash.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 19 Constitution saving throw or become infected with cackle fever. If the target succeeds, it is immune to this effect for 24 hours.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest.
Rangda sways her body and tongue in a mesmerizing rhythm. Each creature of her choice that is within 30 feet of her that can see her must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn.
Rangda magically teleports to an unoccupied space within line of sight. Alternatively, Rangda magically enters her home plane from the Material Plane, or vice versa.
The fiend (demon) can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn.
Rangda 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. Rangda regains spent legendary actions at the start of her turn.
Rangda makes one claw attack.
Rangda uses her Teleport ability.
Rangda casts a spell.
Rangda uses her Hypnotic Sway ability, if it is available.