Large Fiend (Angel), Unaligned
Armor Class 19 Natural Armour
Hit Points 129 (11d12 + 33)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
24 (+7)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +11, CON +7, INT +8
Skills Perception +0
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Condition Immunities Charmed, Frightened, Grappled
Senses Truesight 120 ft, Passive Perception 16
Languages Celestial
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Actions

Leg Pierce. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 15 (2d8 + 7) [piercing] damage, plus 12(4d6) [poison] damage.

Wailing Shadows. Ranged Weapon Attack: +8 to hit, range 60 ft., 1 target. Hit: 26 (4d12 + 4) [necrotic] damage.

 

Multi Attack - She may make 2 attacks, either Leg Pierce or Wailing Shadows.

Bonus Actions

The Aspect of Terror lets loose a horrible shriek. All creatures within 60 feet must make a DC 17 Save, [roll]1d6[/roll] Intelligence on 1 or 2, Wisdom on 3 or 4, and Charisma on 5 or 6. A creature that fails takes [roll]1d8[/roll] [Necrotic] Damage, and has their hit point maximum reduced by that amount as well. The Aspect of Terror gains 1 to their AC until the start of their next turn for each effected creature.

Reactions

The Maiden's Lament. After being hit by 3 attacks, the Aspect of Terror lifts and disappears into a web of shadows on the ceiling. She may began her net turn anywhere on the map, making her first attack at advantage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A fallen angel of the lost city of Arvandor, the Aspect of Terror strives to strike terror and fear into the hearts of those that would seek out its fallen home.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ZillyLilies

Comments

Posts Quoted:
Reply
Clear All Quotes