| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 6 | −2 | −2 |
False Appearance. When in stone form, the angels appear as a stone statue. On a DC 22 Investigation check, it can be seen that the dust around the statue appears to be off.
Frozen From Vision. When a creature is perceiving the Angels, they appear as a stone statue. When in this form, they cannot take any actions or reactions on the material plane. But if they have a pocket dimension active, they can take an action inside the pocket dimension. At the start of each turn, every creature must make a CON save (DC 13 initially) to avoid blinking. This increases by 1 every turn.
Multi Attack. The Angel can take one bite attack and either one claw attack or a dimension shift..
Bite Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (3d4 + 3) [slashing] damage.
Claw Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (3d6 + 1d4 + 3) [slashing] damage.
Temporal lock. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (2d6+3) Slashing 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 ages one year for each round they were petrified. The petrified creature can make another save at the end of each of its turns to break the certification. On their return to normal form, the creature also takes 1d6 Psychic damage for every year they have aged.
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.
Lair and Lair Actions
Old, abandoned buildings. General spooky places
Lair Actions
On initiative count 30 (losing initiative ties), the Weeping Angel takes a lair action to cause one of the following effects; the Angel can’t use the same effect two rounds in a row:
- Can cause the candles and light in the room to drop momentarily. Causing darkness. Any player without darkvision automatically fails their CON save and blinks. Anybody with darkvision has disadvantage on the CON save
- Screams fill the air. On a failed WIS save (DC 13) a creature becomes frightened of the present angels until the end of their next turn
Comments