Be (Not) Afraid. Due to its horrifying shape, any creature that ends its turn able to see the angel within 120 ft must make a DC 17 Wisdom save or take 1d6 psychic damage. If a creature fails the save twice in the span of one minute, they become frightened of the angel.
Wingspan. Though the angel does not attack with it's wings, they are a force to be reckoned with. Whenever the angel moves 20 feet or more on it's turn, each creature within 30 feet (in a straight line) of the path it has taken must succeed on a DC 15 Strength saving throw or be pushed ten feet back.
Servant of Mankind? Any creature that has the misfortune of bleeding on the angel's sacred stones (which are woefully sharp) must succeed on a DC 22 wisdom save or become enraptured by the angel's mission- to awaken and return home. The creature will do everything in its power to awaken the Angel. The creature may reroll the save at the start of each of it's turns. A success will break the thrall, but three failure will make it permanent. The only way to break a permanent thrall is to drop to zero, or have greater restoration cast on you.
Spellcasting. The Biblically Accurate Angel is a 12-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).
Eye Beams. Magical Attack: range 120 ft., up to 3 targets. The Angel may also choose itself as a target.
The Angels casts its many eyes upon its perceived attackers, with varied effects. You may choose 1, 2, or 3 targets, but three beams must beam used at a time. Roll 3 d8, rerolling duplicated, to see what affect each beam has on its target.
- Charming Beam- The target must succeed on a DC 17 wisdom saving throw or fall under the affect of the charm person spell. The target may reroll the saving throw at the start of each of their turns, and on a success, the effect ends.
- Frightening Beam- The target must succeed on a DC 17 wisdom saving throw or fall under the affect of the Fear spell. The target may reroll the saving throw at the start of each of their turns, and on a success, the effect ends.
- Sleep Beam- The target must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
- Madness Beam- The target must succeed on a DC 17 Wisdom save or take 4d10 Psychic damage (or have as much on a success). On a failed save the target must also make a melee attack against the nearest creature to them that is not the Angel, to the full extent of their ability. The target may reroll the saving throw at the start of each of their turns, and on a success, the effect ends.
- Telekinetic Beam- The target must succeed on a DC 17 Strength saving throw or the angel moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the angel’s next turn or until the angel is incapacitated.
- Healing Beam- The target must make a DC 17 Constitution saving throw or be healed for 28 (8d6) HP, or half as much on a successful save.
- Disintegration Beam- The target must succeed on a DC 17 Dexterity saving throw or take 36 (8d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
- Death Beam- The target must succeed on a DC 16 Dexterity saving throw or take 44 (8d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Description
This biblically accurate angel is a Cherubim, with four heads- A lion, an eagle, an ox, and a human skull- floating above four pairs of massive wings. The angel also has two legs (of assorted origin) beneath its feathers. It has a 15 foot wingspan when fully unfurled.
The angel has been resting deep in the ground for hundreds of years, surrounded by its sacred stones- a shrine built to it by its last follower. Now that it has fully recovered from the tiring ordeal of existence, it is ready to awaken, and return home.
But where is home? After centuries asleep... the angel does not know.
An awakened angel will be confused, not remembering what they are, where they are, or how to return home. They may lash out in confusion, attempting to escape or destroy any creature they perceive as a threat. It may also feel regret, and try to heal creatures it has previously injured.
The only ways to stop an angel are to kill it, put it back to sleep, or send it home to the upper planes.
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