False Appearance. While the Angel remains motionless, it is indistinguishable from an inanimate statue. (Perhaps a successful 18 in investigation/perception will reveal it)
Quantum Lock. Whilst being observed by a creature (possibly through a variety of mediums like divination magic), it gains the petrified condition and is unable to move or attack. While in this state, it will gain the properties of being a petrified creature however with the exception that it is not incapacitated and that it is aware of its surroundings and can speak Additionally, the Angel is immune to all attacks made by non-magical weapons when petrified. The Angel is also resistant to all damage while petrified. While petrified, it is turned to stone.
A creature that isn't surprised or blinded can fix its gaze to an area. The creature's gaze affects a cone-shaped area, the length of which extends as far as the creature can reasonably see in the current lighting conditions (DM's discretion). Angels that are not within this area are considered "observed," and remain motionless in statue form until line of sight is broken, or the creature looks away. At the start of each of its turns, the creature can choose to keep looking, or look elsewhere. If an Angel begins its turn with no creatures looking at it, it loses the Petrified state and is free to move and act. If it gets observed mid-action, movement is set to 0.
Angels can mistakenly trap one another in their Petrified states if they catch sight of one another by accident. An Angel that catches sight of its own clear reflection is doomed to remain until the source of the reflection is removed or dulled (e.g. a mirror that mists over, or is smashed). Just remember that mirror trapping angels has grave consequences in the long term as another angel will be created and will likely lead to two angels hunting the creature that trapped them with the mirror in the future.
Group Tactics. When weeping Angels fight with other allies (weeping angels) then they will tend to blind themselves by covering their eyes to prevent themselves from seeing each other. The Angel has disadvantage on attack rolls against a creature if at least one of its allies (weeping angel) is within 10ft of it.
Immutable Form. The Angel is immune to any spell or effect that would alter its form.
Statue Shifter. The Angel can take up the appearance of any large sized or lower statue/humanoid. It can swap to other statues when not petrified, taking the appearance and position of that statue.
Blink Pulse: At the end of the Angel(s) turn, all creatures currently observing the Weeping Angel(s) must make a DC 20 Wisdom Saving throw or blink involuntarily. If this pulse causes all creatures currently observing the Angel(s) to blink, then all angels are free to use the reaction "Blink and You're Dead". If there are more than one weeping angels in an encounter, consider making Blink Pulse trigger once at the end of the last angel's turn in initiative. And consider adding either modifier bonuses for more angels or having players make DC checks per angel.
Body Restructuring. Gains 8 temporary hp per turn.
Temporal Fortitude. When petrified, if the Angel were to take damage from a source that deals 3 damage or lower, then that damage would be nullified.
(Any underlined spells can only be used when petrified, spells that are not underlined can only be used when not petrified.)
Innate Spellcasting. The Weeping Angel is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Angel has following spells prepared: It requires no material components to cast its spells.
Cantrips (at will): On/Off (UA), Vicious Mockery, Mind Sliver, Thaumaturgy, Encode Thoughts, Control Flames
1st level (4 slots): Puppet (UA), Sense Emotion (UA), Infallible Relay (UA), Remote Access (UA)
2nd level (3 slots): Suggestion, Tasha's Mind Whip (Avoid using excessively), Mental Barrier (UA), Digital Phantom (UA), Arcane Hacking (UA), Phantasmal Force (convinces creature that they are slowly turning into an angel/statue which restrains movement)
3rd level (3 slots): Intellect Fortress, Haywire (UA), Nondetection (consider not using)
4th level(1 slot): Confusion
(Can only take the actions below if Angel is not petrified/observed.)
Multiattack. The weeping angel makes two melee attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) slashing damage. A STR saving throw of DC 15 must be made or the target is grappled. (escape DC 18).
Draining Touch (3 per day). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 6) necrotic damage and the Angel heals equal to the damage done. The targets maximum hit points are lowered based on the necrotic damage done. The creatures will age 1d6+1 years and they gain 1 level of exhaustion. The lost hit points are restored after a long rest or lessor restoration spell but the additional years of age can only be restored by a greater restoration spell or similar magic. The target is grappled. (escape DC 18).
Banishing Touch (Recharges 6). The angel touches a creature within 5 feet of it that is grappled, incapacitated, or restrained. If the creature is not an aberration, it must make a DC 17 Charisma saving throw. On a failed save, the creature is magically banished to a random location on its home plane in the distant past. Until the creature dies, the angel must concentrate on this effect (as if it were concentrating on a spell). It can only concentrate on one target at a time and for no longer than a minute. If the angel loses its concentration before the target dies, the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied, and the creature gains the health equivalent to double the years aged. Otherwise, the creature doesn’t return. At the end of each of the angel's turns, the banished creature ages 7 (1d8+4) years, and the angel regains hit points double that amount.
Ethereal Action. The Angel can use its bonus action to dash, disengage or hide and is ethereal while it moves allowing it to pass through objects and ignore difficult terrain. The Angel does not provoke attacks of opportunity while using its ethereal action.
Interdimensional Jump (Recharge 5-6). The Angel has the innate ability to rip open small pockets in space which lead to the ethereal plane. It can do so as a bonus action, with portal opening within 5 feet of it and lasting for a single round before vanishing. The Angel and other Angels gain flight speed in the ethereal realm and can trigger interdimensional jump to return to an equivalent location in the previous plane it was in. (This ability can be used like a dimensional door as a method of dealing with flying enemies)
Mind Bender. The Angel can cause one creature within 120ft of it to get disadvantage on WIS saving throws or WIS ability checks.
Blink and You're Dead. If the Angel is petrified but all creatures sight is obscured from seeing the Angel through a variety of circumstances or conditions such as Blink Pulse that would lead to the Angel being unpetrified, then the Angel can cause all creatures to roll a contesting perception check (WIS) vs. its stealth check (DEX). Any creatures that are blind, are obscured, or blink due to "Blink Pulse" automatically fail this check. If all creatures fail the check, the Angel can instantly move 80ft and make 1 melee attack. Otherwise, if a creature succeeds the check or the Angel chooses to, it can immediately teleport 200ft to an area where it would still be obscured from all sight and considered hidden.
Petrifying Defense. While not petrified and working with other Angels, the Angel can use its reaction to ensure that it doesn't look at another Angel and If two angels fail to use their reaction and look at each other then they remain petrified until something breaks the line of sight such as a Darkness spell. This reaction exists to prevent angels from being able to use reactions more effectively
Light Manipulation. If the angel has been lowered down to 75% hp, 50% hp, and 25% hp, then forcefully trigger "Blink Pulse" which has a DC of 25.
Temporal Manipulation. The first time the angel is reduced to 0 hp, it gains 30 hp and will have advantage on CON saving throws for 1 hour. Furthermore, if any damage reduces the Angel to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is Bludgeoning or from a critical hit. On a success, the Angel drops to 1d10+5 hit points instead. On a fail, it dies.
Description
Hiding within the dark interior of a mausoleum, the winding tunnels of a catacomb, or among the gravestones of a cemetery, a weeping angel will patiently wait for an unsuspecting humanoid to wander near enough to ambush. While it's not being observed, the angel can move quickly and quietly toward its prey. However, should the angel be spotted by another creature, it must instantly freezes in place as a stone statue. An angel's worst fear is to meet the gaze of another angel, as they would both be trapped in stone form for eternity. To prevent this, angels tend to be solitary creatures, and will often cover their eyes with their hands, giving them the appearance of weeping.
Background:
| “ | Don't blink. Blink and you're dead. They are fast. Faster than you can believe. Don't turn your back. Don't look away. And don't blink. | ” |
Thought to have been an accident of creation, beings never meant to exist the weeping angels are the stuff of ancient legends and children's nightmares. Born of the Temporal Plane where time ebbs and flows in unusual and often unpredictable ways the weeping angels have evolved to control these currents of time when in their home realm, allowing them to manipulate time as they see fit. However outside of the Temporal Plane things are very different, the flow of time there is fixed and fixed time is near impossible for weeping angels to survive in as they find themselves nearly frozen, only able to move at a rate imperceptible to most other creatures, causing them to slowly starve to death. However being both smart and cunning the weeping angels realized that even outside of the Temporal Plane they still held a strong connection to their home plane of existence, and through this realization they learnt how to manipulate the flow of time around themselves to move, at least to the outside observer, with lightning fast speeds. This makes them vicious and incredibly effective hunters. However they do have one crucial weakness.
When a weeping angel is being directly observed, they become locked to the flow of time as it exists in the realm of the creature observing them. This results in observed weeping angels losing the ability to manipulate time around themselves causing them to appear as nothing more than statues, seemingly not moving at all. When in reality they are simply moving so slowly that it is imperceptible to most.
The weeping angels are predatory creatures that feed off of the life energy of living beings. However, to the detriment of the species, they do so far too efficiently, and over endless generations the availability of food in the Temporal Plane dwindled away until there was no longer enough food to sustain them, and so they ventured into the material plain seeking a new source of sustenance. However due to their temporal restrictions they needed a new way to hunt. Over endless generations of angels born into the Temporal Plane they evolved the ability to make all who gaze upon them do one simple thing; blink. This simple ability allows them to free themselves from their temporal restrictions, giving them the opportunity to close in on their prey and feast.
Weeping angels appear to have little culture or motivation other than those serving their basic predatory requirement of gaining energy. They have been described as the loneliest beings in the universe, since their quantum-lock reaction makes it impossible for them to socialize with other creatures. However, angels are capable of communication, as they often work in groups and clearly communicate with each other. On those occasions when they have chosen to communicate with their prey or foes they have demonstrated a cold and impersonal intelligence, but exhibit no empathy and no emotions beyond hunger, determination and occasional predatory sadism. While angels can recognize individuals in other species when the situation requires it, they themselves speak collectively and appear to have little or no concept of themselves as individuals.
Paradox Parasites. The weeping angel is an unusual predator, as it prefers to neither kill nor directly parasitizes their prey. Instead, an angel creates a time paradox by sending its victim into the past to a point before their own birth. As the creature lives out the rest of its life trapped in the past, the angel feeds off the "potential energy" of the years which the victim would have lived in the present.
Although a weeping angel can live for decades without feeding, its body will slowly begin to decay and revert to its stone state even when it's unobserved. A starving angel will become less and less active, and if it remains dormant for too long it will erode away as a stone statue.
Adults Angels. An adult weeping angel will tend to play with its prey once it has its prey cornered. It will slow down drastically, taking its sweet time until harvesting its victim. They will tend to provide support magic to young cherubs which don't have the same mental fortitude that adult angels share.
Fully Fed. The more fed an Angel becomes, the progressively harder it becomes to defeat it. With enough power, it can control a statue of even Gargantuan size, create more angels through mediums that emit it (like mirrors, recordings, divination magic, people, etc.) They can reform their bodies, teleport and move at faster speeds, become almost impossible to damage, it can drain more energy/magic, manipulate reality, are in a much more patient and awake state. However, being fully fed can usually lead angels to become cocky and make fatal mistakes that starving angels would never make.
Tactics. Remember that with the right tactics, angels can be cheesed with ease. Issue is, just using the spell elemental adept and fireball will allow you to likely kill an angel in 2 turns assuming other party members are attacking it as well. Also things like divination magic or summoning magic, mirrors, etc will prevent angels from moving. Angels deal low amounts of damage, don't get many opportunities to attack, and can be helpless under certain strategies. This is where your role as a DM takes place, consider angels as things that attack in groups where they chose to either hide and wait for creatures to approach them or they attack from many different directions. They should always keep characters guessing. They are intelligent as well. If a player character is causing trouble for angels, an angel can use a banishing touch to remove issues.
~Notes: As long as it has power, it gains abilities like possessing any statue, even statues of Gargantuan size. It can create angels from reflections in mirrors, create mirrors from people who stare in its eyes, create angels from divination magic or technology that displays it. Basically, almost anything can become an angel with power, time, and certain circumstances. Powerful angels are harder to hit and destroy. Examples of powered angels being able to survive multiple explosions. Only until those angels were weakened could they more easily be destroyed. They would presumably have a higher AC(AC 19), gain object thresholds, gain more hp, and have better stats. Power also allows an angel to manipulate the environment better. It can use its powers to allow it to reform itself from being destroyed (like ash zombies), manipulate the environment by shutting down energy signatures (spells), control time, move faster, switch itself to other statues. A stronger CR 10 Variant will be made with these ideas with mind as angels could become unbelievably challenging to overcome with enough power. Also, consider making angels deal more physical damage and less spell dmg.
Inspiration and text directly copied from: (As such, this monster should never be shared as credit was not properly given) (Bruh, links are not allowed on dnd beyond.)
Comments