Death Stare. A party that can see a weeping angle at any moment wishes to keep the angle locked in place must make a Constitution saving throw. The DC begins at 12 and increases by 3 each round. A creature in dim light has disadvantage and a creature in no light automatically fails. While being watched, a weeping angle can't move or attack but can still use Flicker the lights.
Multiattack. The weeping angle makes two attacks using Stone Grip.
Live to Death. A weeping angle can choose any target within 10 feet of it to touch. When touched, a creature must make a DC 20 Dex save. On a fail the creature takes 12d12 damage and ages 3d10 years. On success the creature the creature takes 6d12 and ages 1d12 years. If this causes a creature to exceed its average life span, it dies and revivify has no effect.
Flicker the Lights. As an action, a weeping angle can use magic to put out 1d8 non-magical light sources. A light source can be anything such as a flame extinguished by the wind or light bulbs that burn out. Extinguished sources stay out until turned back on or after 3 rounds.
Stone Grip. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 18 (3d10 + 3) bludgeoning damage. A character hit is affected by the Flesh to Stone spell with a DC15.
Strategic Retreat. After attacking, a weeping angle can get a bonus movement speed of 20 feet. The creature just attacked can't make an opportunity attack however, all other creatures unharmed can still make opportunity attacks.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
The weeping angles are stone statues born with the ability to slightly alter time. Known as lonley assassins. They're most known for the fact that they can never be seen by any living creature. The instant they are seen by anything, they turn to stone. They unfreeze whenever they are unobserved. If one ever touches you, will be sent back in time to relive the events of you comimg face to face with the angle. Eventually, you would've lived your whole life being sent back in time until you die of old age.
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.
Comments