Monday, January 20, 2014

Mythic Monster Monday: Weeping Angel




By Andrew Hoskins
MYTHIC GARGOYLE        CR 5/MR 2
XP 1,600
CE Medium monstrous humanoid (earth, mythic)
Init +6; Senses darkvision 60 ft.; Perception +5
Aura light interference (100 ft., DC 16)
Weakness quantum-locked
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 67 (5d10+40)
Fort +5, Ref +6, Will +4
DR 10/epic
OFFENSE
Speed 60 ft.
Melee touch +7 (1d6 charisma damage plus temporal syphon)
Special Attacks temporal syphon, mythic power (2/day, surge +1d6)
STATISTICS
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Base Atk +5; CMB +7; CMD 19
Feats Ability Focus (quantum-lock), Improved Initiative, Stealthy, Sow Terror
Skills Perception +8, Stealth +12, (+18 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran, telepathy 1000 ft. (weeping angels only)
SQ freeze, quantum-locked
ECOLOGY
Environment urban
Organization solitary, pair, band (3-6), squad (7-20)
Treasure none
SPECIAL ABILITIES
Freeze (Ex) A weeping angel can hold itself so still it appears to be a statue. A weeping angel that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Light Interference (Su) The presence of a weeping angel can interfere with light sources; torches and lanterns tend to flicker, while even magical light sources can sputter out for moments at a time. Non-magical light sources within 100 ft. of a weeping angel shed light in half the normal radius. Magical light sources get a saving throw to ignore this effect (Fortitude DC 16). If a magical light source saves against a weeping angels light interference, that source is immune for 24 hours. Magical light sources need to save against the aura of each weeping angel, but the effects of multiple angels do not stack.
Quantum-locked (Ex)A weeping angel must use itsfreeze ability if a creature is looking at it. At the beginning of its turn, each creature that has line of sight on the weeping angel makes a Reflex save DC 20. If all creatures fail, the creature who failed the save by the least number of points determines how far a weeping angel moves. For each point the save fails by, the weeping angel can move 5 ft. Taking an attack counts as 5 ft. of movement, but a weeping angel can only ever make one attack each round. If any creature succeeds at the Reflex save, the weeping angel is dazed for that round, but concealment can negate a successful save the way it can negate a successful attack.Sighted creatures gain a +1 to this save for each eye they have above two eyes; blind creatures do not prevent a weeping angel from moving. Creatures may take a standard action to designate a specific cone of vision in which to stare; they gain a +4 to this save but cannot see anything outside of the cone (unless they have All-Around Vision or a similar ability). If two weeping angels see each other on the same round, they will both be permanently frozen in place and considered paralyzed until something obstructs their vision.
Temporal Syphon (Su)Whena weeping angel succeeds at a touch attack against a creature the creature takes 1d6 Charisma damage. If reduced to 1Charisma by this attack, they are sent back in time a number of years equal to the weeping angel's current hit points and the weeping angel heals 1d8+5 hit points.

They have existed since the beginning of time, or very nearly according to an authoritative source. These creatures survive by absorbing the temporal potential of other living beings. From all corners of the universe, time and space, reports of these creatures exist, but no one yet know where they came from or how they have traveled so widely.

Since they turn to stone the moment another creature looks at them, they are often called the Lonely Assassins because of their inability to see one another. Even the look of another weeping angel will cause them to become frozen in place. Sometimes called the “loneliest creatures in the universe,” these beings are often pitied, but not by their victims.

Surviving this phenomenon is the best thing a person can do; avoid them and hope they don’t call for reinforcements. An expert on the subject suggests, “Don’t blink. Don’t even blink. Blink and you’re dead. They are fast, faster than you could believe. Don’t turn your back, don’t look away, and don’t blink. Good luck.”

No comments:

Post a Comment