Medium Construct, Neutral
Armor Class 18 Natural Armor
Hit Points 275 (12d20 + 10)
Speed 100 ft., When not observed. , walk 60 ft. When not observed., climb 60 ft. When not observed.
STR
14 (+2)
DEX
18 (+4)
CON
21 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +7, CON +10
Damage Immunities Bludgeoning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Darkvision, Passive Perception 20
Languages All Understands all languages but cannot speak on its own.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Quantum Lock. The Weeping Angel cannot move when observed. For every movement, action, bonus action, or reaction the angel makes, all players within 10 feet must make a Wisdom (Perception) check (DC 19). On a failure, the Weeping Angel may take actions and movement as normal.

Don't Blink. During combat, if the target creatures are aware of the Quantum Lock effect and are actively attempting to look at them, they must make a DC 17 Constitution saving throw to keep themselves from blinking. On a failed saved, the Weeping Angel moves up to half its movement.

Displacement. When a Weeping Angel touches a creature, the target must make a DC 17 Constitution saving throw. On a failure, the target is sent to its home plain, healing the Weeping Angel for 5d8 hit points. If the target creature is already on its home plain, it gets sent to a random plain; roll a d8:

  1. Nine Hells
  2. Feywild
  3. Shadowfell
  4. Abyss
  5. Astral Plane
  6. Far Realm
  7. Mechanus
  8. Material Plane

Perception Filter. All creatures within 60 ft. of the Weeping Angel have disadvantage on wisdom (Perception, Insight) checks and intelligence (Investigation) checks against it.

 

Actions

Blink. When not observed, the Weeping Angel can teleport up to 60 ft. to an unoccupied space. 

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 7) slashing damage. 

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 7) bludgeoning damage. 

Extinguish. The Weeping Angel points at a light source within 30 feet of it. That light source is extinguished, excluding spells of level 5 or higher.

Bonus Actions

When surrounded by >3 statues of similar likeness, or amongst other Weeping Angels, the Angel may take the Hide action as a bonus action if unseen.

Reactions

Unbelievable Swiftness. The Weeping Angel takes a dash action as a bonus action after being attacked by a creature. It can only do this if the creature cannot see them (see Quantum Lock Special Trait).

Legendary Actions
  1. Angelic Blink. The Weeping Angel teleports up to its movement speed without provoking opportunity attacks, disappearing and reappearing in a swirl of shadows.

  2. Windows to the Soul. The Weeping Angel targets one creature it can see within 60 feet. The target must succeed on a DC 16 Constitution saving throw or start to become petrified. At the start of each of the target creature's turns, they may repeat the save. At the end of the third turn since the effect took place, if the target creature fails their saving throw, the creature becomes petrified

  3. Temporal Displacement. The Weeping Angel distorts time around itself. Until the start of its next turn, any creature that attempts to target the Weeping Angel with an attack or spell must succeed on a DC 18 Wisdom saving throw or the action is lost as it seems to strike empty air.

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

The Weeping Angel is a creature of unknown origin. Existing in any plane, they feed on energy derived from the teleportation of other creatures to other planes. While unable to cast spells on their own, the Weeping Angels are still inherently magical, having been infused with radiant and blasted energies for millions of years. They appear to the untrained eye as little more than statues, until you turn your back. Even a blink is enough for a Weeping Angel to move closer. 

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.

Monster Tags: constructfiend

Malahan

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