Medium Aberration, Neutral Evil
Armor Class 16 Natural
Hit Points 68 (9d8 + 27)
Speed 60 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
7 (-2)
Saving Throws STR +6, CON +5
Damage Vulnerabilities Acid, Bludgeoning
Damage Resistances Piercing from nonmagical attacks, Slashing, Damage from Spells
Senses Blindsight, Darkvision, Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

False Appearance: While the Ayleid Guardian remains motionless it is indistinguishable from an inanimate statue

Actions

 

Ancient Torment. Melee Weapon Attack: +5 to hit, reach 5ft., One target. Hit 9 (2d6+3) Bludgeoning damage.

If the target is a creature it must succeed on a DC 13 Constitution saving throw or be petrified for 1d4 rounds. While petrified, the target takes 1d6 Psychic damage every round.

 

Bonus Actions

Dragon-Lock: While being directly observed the Ayleid Guardians revert to their stone form and are considered to be petrified, with the exceptions that their damage resistances stay the same as what is listed in their stat block, and they are still acutely aware of their surroundings.

Temporal Manipulators: While not being directly observed the Ayleid Guardians gain a movement speed of 10 feet per turn.

Blink: At the start of the Ayleid Guardian's turn all creatures currently observing the Weeping Angel must make a DC 15 Wisdom Saving throw or blink involuntarily.

If this pulse causes all creatures currently observing the Guardian to blink then the Guardian is freed from its Dragon-Lock and gains the benefits from its Temporal Manipulation until the end of its current turn.

 

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

Mythic Action Name. 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

Ayleid Guardians appear as benign statues of Merida or Auri-El found within old Elven ruins. Should they detect intruders, they will use their abilities to torment and kill any who dare defile the tombs of their long-extinct masters.

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.

Habitat: ForestGrasslandHillMountain

SigmaShinzon

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