Medium Celestial, Unaligned
Armor Class 18 Natural armor
Hit Points 180 (19d8 + 76)
Speed 80 ft.
STR
20 (+5)
DEX
22 (+6)
CON
18 (+4)
INT
14 (+2)
WIS
18 (+4)
CHA
16 (+3)
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Psychic
Senses Darkvision 120, Passive Perception 18
Languages None "The Angle Has No Voice"
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Perfect Quantum Lock.
The Weeping Angel is quantum-locked when observed by any creature within 120 feet, turning to stone. While quantum-locked, it is immune to all damage and conditions and cannot take any actions. This effect ends immediately when it is unobserved. Once per round, if unobserved, it can use its full movement without provoking opportunity attacks, appearing somewhere within its movement range as if instantaneously.

Temporal Displacement (Recharge 5–6).
If the Weeping Angel successfully hits a creature with an unarmed strike, the creature must succeed on a DC 18 Charisma saving throw or be displaced in time. On a failure, the creature vanishes into a temporal rift and is teleported to a random point in the past or future. This effect removes the creature from the current timeline, and they can only be restored through powerful magic such as wish or divine intervention. If the creature fails by 5 or more, they suffer a lingering temporal disorientation effect (as determined by the DM).

Horrifying Presence.
When the Weeping Angel becomes unobserved by a creature within 30 feet, that creature must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature saves, it is immune to this effect for 24 hours.

Inexorable Pursuit.
In an enclosed environment, such as a maze, the Weeping Angel can sense the precise location of any creature within 120 feet that is blinded or otherwise unable to see it. In addition, when unobserved, it can use the Dash action as a bonus action.

Eternal Regeneration.
The Weeping Angel regains 15 hit points at the start of each of its turns, provided it has at least 1 hit point and is not in direct sunlight or brightly illuminated magical light.

Innate Spellcasting (Psionics).
The Weeping Angel’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

  • At will: invisibility (self only), misty step
  • 3/day each: blink, dimension door, dispel magic
  • 1/day each: plane shift (self only), time stop

 

Actions

Multiattack.
The Weeping Angel makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Charisma saving throw or be subjected to Temporal Displacement.

Bonus Actions

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

Legendary Actions

The Weeping Angel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and it can only be used at the end of another creature's turn. The Weeping Angel regains spent legendary actions at the start of its turn.

  • Glimpse Move. The Weeping Angel moves up to 40 feet. This movement doesn’t provoke opportunity attacks and doesn’t count as visible movement unless another creature has direct sight of it.

  • Frightening Glare (Costs 2 Actions). The Weeping Angel targets one creature it can see within 60 feet. If the target can see the Angel, it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Maze Leap (Costs 3 Actions). The Weeping Angel teleports up to 120 feet to an unoccupied space it can see within the maze or structure, allowing it to close in quickly on its prey. Any creature that can see this movement must make a DC 18 Wisdom saving throw or become frightened for 1 minute.

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

A Stone Angel Statue covering its weeping face.

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.

ShipDevil

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