Stone Form: When observed, the Weeping Angel becomes a statue, immune to all damage and effects.
Blink Step: Teleport up to 20 feet to an unoccupied space it can see. This can be done at the end of each of its turns.
Unseen Predator: If it starts its turn within 5 feet of a creature that cannot see it, it can make one attack with advantage.
Multiattack: The Weeping Angel makes one claw attack.
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Skin of Stone. When a creature makes a non-magical attack against you, they take must make a strength saving throw (DC 15). On a successful roll they take half the damage they dealt to you. On a failed roll they take the full damage.
Description
Weeping Angels are terrifying and enigmatic celestial beings known for their horrific method of attack: when unobserved, they move with blinding speed to capture their prey. Once they touch a victim, they can send them hurtling through time, feeding on the potential energy of the days they could have lived. These statuesque predators are both a challenge and a nightmare for any adventuring party. Their eerie stillness when observed, coupled with their deadly prowess when unseen, make them one of the most unique and terrifying creatures
Lair and Lair Actions
Lair Description: The lair of the Weeping Angels is typically an ancient, abandoned place filled with statues and carvings, such as an old temple, forgotten crypt, or ruined castle. The area is dimly lit, with shadows casting eerie forms on the walls, enhancing the sense of foreboding and making it difficult to discern the true Angels from mere statues.
Lair Actions
On initiative count 20 (losing initiative ties), the Weeping Angel can take a lair action to cause one of the following effects; the Weeping Angel can’t use the same effect two rounds in a row:
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Flickering Shadows. Shadows shift and flicker, creating an illusion of movement among the statues. Each creature in the lair must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.
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Temporal Disturbance. The flow of time becomes unstable. Each creature of the Weeping Angel's choice within the lair must succeed on a DC 12 Constitution saving throw or become slowed as per the slow spell until the end of its next turn.
Regional Effects
The area around a Weeping Angel’s lair is warped by its presence, creating the following effects:
Temporal Disturbances: Time seems to behave unpredictably within 1 mile of the lair. Creatures might experience sudden visions of the past or future, and simple tasks may take unexpectedly longer or shorter times.
Statue Mirage: Random statues resembling Weeping Angels appear within 1 mile of the lair. These statues radiate faint divination magic but are otherwise harmless. Their sudden appearances can cause confusion and fear.
Inescapable Gaze: The feeling of being watched is pervasive. Creatures resting within 1 mile of the lair must succeed on a DC 12 Wisdom saving throw or gain no benefit from the rest as they are too disturbed to relax.
If the Weeping Angel is destroyed, these effects fade over the course of 1d10 days.
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