Medium Aberration, Neutral Evil
AC 18 Natural Armor    Initiative +7 (17)
HP 50 (5d8 + 35)
Speed 0 ft., The creature cannot move freely whilst it is being observed
Mod Save
STR 15 +2 +2
DEX 13 +1 +11
CON 21 +5 +8
Mod Save
INT 11 +0 +0
WIS 10 +0 +0
CHA 6 −2 +1
Skills Intimidation +15, Perception +25, Stealth +5
Vulnerabilities Force, Thunder
Resistances All damage from spells except Thunder damage; All
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Exhaustion, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 120 ft.; Passive Perception 31
Languages None
CR 8 (XP 3,900; PB +3)
Traits

False Appearance. While the Celestial remains motionless, it is indistinguishable from an inanimate statue.

Quantum Locked. The creature suffers from the Paralyzed Condition whilst being observed in any capacity. 

Ambusher. The Crying Celestial has Advantage on Initiative if unobserved. 

Blinking Aura. At the end of the first turn observing it or at the start of any subsequent turns, all creatures that can see the celestial must make a CON Saving Throw, DC10. This save is made at Disadvantage if the creature is viewing the celestial in their equivalent of dim light. On a success, nothing happens, but the DC of the next check is raised by 5. On a failure, the creature blinks, rendering the Crying Celestial momentarily unobserved by that creature. The DC then resets to 10.
If this renders the Crying Celestial entirely unobserved, it can use its reaction for either Unobserved Approach or Silent Strike.

Actions

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 12 (3d6) Slashing damage. Sap. If you hit a creature, that creature has Disadvantage on its next attack roll before the start of your next turn.

Draining Touch. Melee Attack Roll: +7 to hit, reach 5 ft. Hit: 23 (4d10) Necrotic damage, and regains 1 Hit Point for every 5 drained. Slow. If you hit a creature with this attack, you can reduce its Speed by 10 feet until the start of your next turn.
If a creature is reduced to 0 Hit Points by Draining Touch, they are transported back in time with 1 HP a number of years so that the they would die 1 week from today should they live to their species' average life expectancy (eg, an Aarakocra does not live beyond 30 years, but a number of Elves can see well over 6 centuries of life). The celestial gains Temporary Hit Points equal to the number of years stolen.

Reactions

Unobserved Approach. The moment that the Celestial is no longer being observed, as a reaction it can move up to 60 ft. towards its target, stopping when it would be observed by another creature again.

Silent Strike. If the Celestial is unobserved and can get within melee distance of a creature whilst remaining so, as a reaction it can move up to 30 ft. towards its target and attack with a Claw or a Draining Touch.

Legendary Actions

Legendary Action Uses: 2. Gains two additional uses for every enemy it is facing, starting from 3 enemies. Immediately after another creature's turn, the crying celestial can expend a use to take one of the following actions. The crying celestial regains all expended uses at the start of each of its turns.

Reactive Combatant (1 use). The Crying Celestial can regain its use of its Reactions.

Forced Blink (2 uses). The Crying Celestial can force all creatures observing it to be subject to its Blinking Aura. 

Description

It is not known when, what, how these creatures appeared on this plane of existence, only that one day they did. Appearing as stone reliefs depicting celestials in a state of sorrow, to even a trained eye they are simply so. However, in the time between blinks, they can shift on a copper piece, and suddenly they move faster than most can think, and attack without mercy. They do not attack to kill, only to weaken to a state wherein they fling your body through time itself, feeding on the life that could have been. It was thought a myth, until the blood relative of one of the unlucky first victims brought their ailing great-grandmother to the very spot they stood to their compatriots a moment ago and confirmed it. Elven and Dwarven societies fear these creatures more than most, as their potential lives exceed many other species'.

Habitat: Any

masterreynard

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