Large Undead, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft., Fly 50 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
18 (+4)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The angel of decay has advantage on saving throws against spells and other magical effects.

Rotting Aura. Whenever a creature that isn't a construct or undead starts its turn within 15 feet of an angel of decay, that creature must make a DC 19 Constitution saving throw. On a failed save, the creature takes 18 (5d6) necrotic damage, and is poisoned until the start of its next turn. On a successful save, the creature takes half as much damage and is not poisoned. The angel of decay regains 5 hit points at the start of each of its turns if it has more than 0 hit points and dealt damage with its Rotting Aura since the end of its last turn.

Actions

Multiattack. The Angel of Decay makes two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 6) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature other than a undead or construct, it must succeed on a DC 19 Constitution saving throw or take 9 (2d8) necrotic damage at the start of each of its turns due to a necrotic wound. Each time the angel of decay hits the wounded target with this attack, the necrotic damage dealt by the wound increases by 9 (2d8). Any creature can take an action to staunch the wound with a successful DC19 Wisdom (Medicine) check. The wound also closes if the target receives magical healing or takes radiant damage.

Gingr96

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