| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 23 | +6 | +11 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 17 | +3 | +3 |
| CHA | 25 | +7 | +12 |
Rotting Aura. Anyone within 30' of the Angel of Decay is infected with necrosis. This makes a person vulnerable to necrotic damage. This negates any resistances, and reduces immunity to resistant. Anyone making death saves within this range will automatically fail. In addition to these, anyone who starts a turn within this aura must make a Constitution saving throw (DC18) or suffer one of the following (d4):
- 1 level of exhaustion (will stack)
- Disadvantage on attack rolls (until they make an additional CON saving throw, AFTER they have left the aura)
- Necrotic Damage equal to 2d8+4
- The target is stunned until the beginning of its next turn, at which time it will be required to make another CON saving throw.
Magic Resistance. The Angel of Decay has Advantage on saving throws against spells and other magical effects.
Spellcasting. The Angel of Decay is an 13th level spellcaster, and casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit):
- At Will: Chill Touch, Toll the Dead, Speak with Dead, Eldritch Blast (3 beams in the form of great dark arrows), animate dead
- 1st level (6 slots): Inflict Wounds, Ray of sickness
- 2nd level (5 slots): blindness/deafness, ray of enfeeblement
- 3rd level (4 slots): bestow curse, summon undead
- 4th level (3 slots): blight, sickening radiance
- 5th level (2 slots): Contagion, enervation
The Angel of Decay makes one staff attack, or casts one spell.
Darkstaff. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 8) bludgeoning damage The Darkstaff has 10 charges and regains 1d6+4 charges a sunset. When a target is successfully struck by this staff, the Angel use a charge and require the target to make a Charisma saving throw (DC18) or suffer one of the following (D6)
- Soulrot - target takes 5d10 necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target takes a long rest.
- Fallen Wings - The target's speed is halved and it cannot fly (if it has a fly speed, even through magic or an item) for 1 minute. It has disadvantage on Dexterity saving throws during this time. It can make another saving throw at the end of their next turn. Once a target saves from this, they cannot be affected by this particular curse again for 24 hours.
- Despair's Burden - The target is frightened of the angel for 1 minute. While frightened in the way, it cannot take reactions and must spend its action trying to move as far away from the angel as possible. After moving at least 75 feet from the angel, the target can attempt a wisdom saving throw (DC18) to throw off the effects.
- Corrupted Faith - The target cannot regain hit points or benefit from any effect that restores hit points for 1 minute. (This does not include potions). Spells slots used to heal the target are lost.
- Rotting Essence - The target takes 3d8 necrotic damage at the start of each of its turns for 1 minute (or until it succeeds on a DC18 Constitution saving throw at the end of its turn)
- Echo of the Fall - The target is stunned until the end of its next turn as visions of celestial betrayal and endless decay overwhelm its mind.
Decay Bolt. Ranged Attack Roll: +11, range 120ft. Hit: A successful hit requires a Charisma saving throw (DC18). Failing this saving throw, the victim must use its actions and movement to move toward the angel, and will not stop this forward movement until they are within the Angel's Rotting Aura. At that time, they cannot move until the end of their next turn. They will automatically fail any Dexterity ability checks or saving throws.
Siphon the Dead. She targets one dead creature within 30 feet that has died within the last minute, or one undead creature in the same range. She consumes its remaining life force, regaining 20 (4d8 + 2) hit points and gaining advantage on her next attack roll or spell attack before the end of her next turn. She can use this ability a number of times equal to her Charisma modifier (minimum 2) per long rest.
Profane Benediction. The Angel murmurs a twisted, inverted prayer, causing black motes of corrupted light to swirl around a target within 45 feet. That target must make a Charisma saving throw (DC19) as they are subjected to the effects of this prayer. Failing the save, the target is stunned until the end of the angel's next turn. Succeeding the save, the target is frightened of the angel for the same amount of time.
Fallen Grace. When the Angel of Decay is hit by an attack or fails a saving throw, she can use her reaction to become incorporeal until the start of her next turn. During this time she has resistance to all damage, advantage on saving throws, and can move through creatures and objects as if they were difficult terrain. She takes force damage equal to half her proficiency bonus (rounded down) if she ends her turn inside an object.
Legendary Resistance (4/Day). If the Angel of Decay fails a saving throw, it can choose to succeed instead.
Legendary Action Uses: (2 per turn) - Immediately after another creature’s turn, the Angel of Decay can expend a use to take one of the following actions. She regains all expended uses at the start of each of her turns.
Blinding Gaze. Constitution Saving Throw: DC 18, one creature the fallen angel can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The Angel of Decay can’t take this action again until the end of its next turn. An affected creature may attempt a new saving throw at the end of their turn to end their blindness. If a creature does this, it is immune to the Blinding Gaze for 24 hours.
Necrotic Shroud. She unleashes a wave of decay. Each creature within 10 feet must succeed on a DC 18 Constitution saving throw or take 11 (2d10) necrotic damage and have its speed reduced by 10 feet until the end of its next turn.
Necrotic Teleport. The Angel of Decay teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 16, each creature in a 10-foot Emanation originating from the Angel at its destination space. Failure: 11 (2d10) Necrotic damage. Success: Half damage.
- Apocalypse Choir She releases a dreadful heavenly dirge. All dead and undead within 300' will immediately move to protect the Angel, ignoring all else. Each living creature of her choice within 60 feet must make a DC 17 Wisdom saving throw. On a failure, they take 27 (5d10) psychic damage and are stunned until the end of their next turn. On a success, half damage and no stun.
Description
- Shar, the Lady of Loss, captures a shard of Selûne (a literal piece of the Moon Goddess’s essence given angelic form). She subjects it to a slow, year-long ritual of despair in the Plane of Shadow until the holy light rots away. The resulting Angel of Decay retains just enough divine memory to cast cleric spells but now serves Shar’s nihilistic agenda—making her neutral evil and especially cruel.
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A high-level lich, death knight, or cult of Orcus captures a living angel. Over twelve grueling hours they sacrifice 100 innocent souls one by one while the angel is chained inside a circle of necrotic runes. At the ritual’s climax the angel’s soul is yanked back into her body, now fused with pure decay. The flesh-eating ability is a deliberate design choice by the creator so the angel remains “useful” without needing constant external power.
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An angel of healing or mercy witnesses such horrific mortal suffering that she makes a desperate pact with an Undead patron (or directly with Orcus) to “end all pain through decay.” The pact grants warlock magic; the backlash turns her into this undead form. She now believes she is merciful—killing quickly so no one else has to suffer the way the mortals she once pitied did.
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