Medium Celestial, Chaotic Evil
Armor Class 15 natural armor
Hit Points 52 (7d8 + 21)
Speed 60 ft., (can only move whilst unseen) , Fly 100 ft. (can only more whilst unseen)
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws CON +6, CHA +6
Skills Deception +5, Perception +2, Stealth +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Exhaustion, Petrified, Poisoned
Senses Darkvision 120 ft, Passive Perception 12
Languages Celestial, Deep Speech, Telepathy 120 ft
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

False Appearance. While the Angel remains motionless, it is indistinguishable from an inanimate statue.

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.

Blink and You're Dead. The Angel has advantage on attack rolls made in dim light or darkness against creatures without darkvision or truesight.

Petrifying Defence. While a character observes the angel without blinking, it gains the petrified condition and cannot move or attack. While in this state its resistances become immunities and gains all the effects of a petrified creature. A character can use his or her reaction to cast out a 75ft cone and any angel caught in the cone will be petrified on its next turn. After 5 uses of this ability, a character must make a Constitution saving throw with a DC of 5 to succeed on each subsequent turn. This DC increases by 5 each time it is attempted up to a maximum of 15. The area of this ability is halved if the creature is in low light (without darkvision) and cannot be used by a blinded character, creatures relying on blindsight to see, those in complete darkness, undead or constructs. 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. 

Actions

Multiattack. The Angel makes two attacks: one with its bite and one with its claws or can use its draining touch.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (1d10+2) piercing damage.

Aging Touch. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 9 (1d12+3) necrotic damage and the Angel heals equal to the damage done. The targets maximum hit points are lowered based on the necrotic damage done and the character ages a number of years equal to the damage of the attack. The lost hit points are restored after a long rest but the additional years of age can only be restored by a greater restoration spell or similar magic. 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.

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.

 

Reactions

Cursed Rebuke. While the angel is petrified by its petrifying defence ability it can as a reaction use its cursed rebuke ability to cast spells depending on the damage it takes. if the Angel takes 1 hit point of damage or more in this from an attack it can use its reaction to inflict a curse on the target as if it had cast a 'Bestow Curse' spell on the attacker. If the angel takes 5 hit points of damage or more it can cast 'Blindness' on the attacker and if the Angel takes 10 hits points of damage then a cloud of darkness seeps out of the wound replicating the effects of a 'Darkness' spell centred on the alien. The Angels spell save DC is 13.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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 Angels were an incredibly powerful species of quantum-locked humanoids, so called because their unique nature necessitated that they often covered their faces with their hands to prevent trapping each other in petrified form for eternity by looking at one another. They were known for being "kind" murderous psychopaths, eradicating their victims "mercifully" by dropping them into the past and letting them live out their full lives, just in a different time period. This, in turn, allowed them to live off the remaining time energy of the victim's life. However, when this potential energy paled in comparison to an alternative power source to feed on, the Angels were known to kill by other means, such as snapping their victims' necks.

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.

WombatSniper