False Appearance. While the Angel remains motionless, it is indistinguishable from an inanimate statue.
Locked in Time. While a character observes the Angel without blinking, it gains the petrified condition and cannot move or attack. A character must make a DC 13 Constitution saving throw at the end of their turn to avoid blinking. The DC to avoid blinking increases by 2 each round that a player doesn't blink. The Angel is immune to all forms of damage and all spells while in this petrified state.
Pack Tactics. The Angel has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Magic Resistance. The Angel has advantage on saving throws against spells and other magical effects.
Multiattack. The Angel makes two Claws attacks, or can use its draining touch.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 7) slashing damage.
Draining Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 5) necrotic damage and the Angel regains hit points equal to the damage done. The target must then succeed on a DC17 Constitution saving throw, taking 1d6 Constitution damage on a failed save. The target also ages a number of years equal to half of the necrotic damage inflicted by the attack. The lost Constitution points are restored after a week of rest, but the additional years of age can only be restored by a Wish. Each time a character suffers a draining touch that takes them above a venerable age (e.g. 70 with humans) they gain a level of exhaustion and after gaining 6 levels the victim turns to ash.
Description
"Run. Just run."
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