The Weeping Angel
I just wanted to make a Weeping Angel from Dr. Who. That's all.
Weeping Angel
Large Construct, Neutral
Armor Class 16 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 14 (+2) | 20 (+5) | 20 (+5) | 8 (-1) |
Saving Throws Con +5, Int +8, Wis +8
Skills Stealth +5, Perception +8, Insight +8, Arcana +8, History +8
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Understands Common but doesn’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Unseen Stalker. The Weeping Angel has advantage on initiative rolls when in darkness or dim light. Additionally, if the Weeping Angel attacks a target from behind, it has advantage on the attack roll.
Blink of an Eye. If the Weeping Angel starts its turn in darkness or dim light and no creature can see it, it can use its action to teleport up to 60 feet to an unoccupied space it can see.
Angelic Resilience (1/Day). If the Weeping Angel is reduced to 0 hit points, it is instead reduced to 1 hit point and becomes petrified until the end of its next turn.
Immutable Form. The Weeping Angel is immune to any spell or effect that would alter its form.
Magic Resistance. The Weeping Angel has advantage on saving throws against spells and other magical effects.
Time-Locked. While a creature is looking directly at the Weeping Angel, it becomes petrified until the start of its next turn or until it is no longer being observed.
Actions
Multiattack. The Weeping Angel makes two Temporal Touch attacks.
Temporal Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: The target takes 1d10 psychic damage and 1d8 necrotic damage, and must make a DC 15 Constitution saving throw. On a failed save, the target rapidly ages and gains one level of exhaustion.
Time Fractal. The Weeping Angel targets one creature it can see within 30 feet that isn’t incapacitated. The target must succeed on a DC 15 Wisdom saving throw or take 3d10 psychic damage. On a failed save, the target’s Wisdom score is reduced by 1. Each additional failure increases the reduction by 1, up to a maximum reduction of 5. If the target’s Wisdom score is reduced to 0 in this way, the target begins to petrify—becoming paralyzed and unable to move. This petrification can be cured only by a Greater Restoration or Wish spell.