sense magic- At all times Aries de iustitia senses magic within 300 feet of it. Powerful or continuous uses of magic (as well as large, magical locales) can be detected from even greater ranges (at DM's discretion)
astride two realms- Aries de iustitia can enter the astral plane from the material world, and vice versa. It is visible in the material world while it is on the Verge of Dreams, and vice versa, yet it can't affect or be affected by anything on the other plane. when standing on The Verge, Aries can see into both the material realm and into The Dream. While in The Verge, Aries can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object
Temporal Displacement. A creature has disadvantage on attack rolls against Aries de iustita unless it also has temporal displacement.
Lashing sand- melee spell attack: +10 to hit, reach 20ft, one target, hit 21 (4d8+3) psychic damage
Terrible scrutiny- Each creature within 60 feet of Aries de iustitia that can see it must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this unending nightmare's terrible scrutiny for the next 24 hours.
soporific clouds- Aries de iustitia creates an impenetrable, shifting mist in a 30-foot radius around itself. The mists last for 1 minute unless Aries dismisses it earlier. Any creature in or entering the soporific clouds must succeed on a DC 19 Constitution saving throw or fall unconscious until 1 minute passes, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If a target's saving throw is successful or the effect ends for it, the target is immune to the sleep effect of the soporific clouds for the next 24 hours.
lashing winds- ranged spell attack: DC 20 dex saving throw, reach 80ft, multiple targets, hit 25 (5d8+5) slashing damage
Temporal Stasis (Recharge 5-6). A creature that hits Aries de iustitia with a melee weapon attack must make a DC 17 Constitution saving throw. On a failed save, time ceases to flow for that creature: it is effectively petrified and is also immune to all further damage and conditions.
The stasis persists until removed with a dispel magic spell: the stasis effect is considered to be an 8th level spell. Freedom of movement spell cast on the target will also end the effect.
Aries de iustitia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unending nightmare regains spent legendary actions at the start of its turn.
slip. Aries moves half its speed.
Pain Gaze. One creature Aries de iustitia can see within 60 feet must make a DC 17 Constitution saving throw. On a failed save the target becomes incapacitated with excruciating pain for 1 minute.
A wail of Destruction (2 actions). All creatures within 30 feet of Aries de iustitia that can hear and have 30 or fewer hit points must make a DC 17 Constitution saving throw. Creatures that fail the save are killed.
Description
The first of the seraphim descending from the heavens. (This creature is for a campaign with modified statistics, so I don't suggest using it without first adjusting its attacks and stat scores.)
Aries de iustitia is a gargantuan angel descended to rain justice from the heavens. he bears two large wings that rain sand down onto the surrounding terrain, and a face wrought with a gaping hole in the centre. his body, armoured and solid looks to be of both horse and man, as his legs resemble the hooves of horses.
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