Crossing the Line: Dungeons and Doctors (part 3)
After writing the earlier articles in my CROSSING THE LINE series, CROSSING THE LINE: DUNGEONS AND DOCTORS (PART 1) and CROSSING THE LINE: DUNGEONS AND DOCTORS (PART 2), I got some great feedback about the Angels, and decided to upload another post about them to fill them out a little more before I move on to the Silence, Daleks, Cybermen, and maybe even the Flesh.
These are designed to represent the old, starving angels, though you could work them into an encounter to represent a larger group of angels just as easily. Hope you enjoy them!
Forgotten Assassin (Angel)
Medium elemental humanoid (earth)
Level 6 Minion XP 65
Initiative + 11 Perception + 11
AC 18, Fortitude 17, Reflex 14, Will 17
Speed 4
Touched by an Angel (standard; at-Will) • Physical
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 7 damage.
The Weeping Angel reaches out with a stone claw, tearing into your armor with ease.
Temporal Feast (standard; encounter) • Physical
Melee; +10 vs. Fortitude; 1d6 + 6 damage, and the target must make two saving throws. If flanked, these saves are at a -2.
First failed save: the target loses 2 healing surges.
Second failed save: the target is lost in time and space, see below. The Attacker spends its next standard action restoring its body; it becomes a bloodied Lonely Assassin, and no longer a minion.
The Weeping Angel sinks its claws into your flesh, and you feel yourself pulled through a twisted rift in time!
Str 14(+5) Dex 11 (+3) Wis 12(+3)
Con 10 (+2) Int 12 (+3) Cha 11 (+3)
Alignment: evil languages: Common, angelic
Special Rules:
Lost in time and Space: Any targets who fail both their saves after being hit by Temporal Feast is pulled through time and space, replenishing the Angel with the life force he would have lived in the current timeline. He is transported 7d12 miles in a random direction, and 2d6 + 50 years into the past. Characters older than 50 are transported 2d6 + 20 years into the past. These characters will always teleport to ground level, though they may teleport to open sea.
Stone forms: When seen, an Angel turns to stone. This requires no stealth check. A character can designate which Angels they are looking at at the start of their turn as a move action. If they do, they make a perception check (DC 15) + (5) for every additional angel, to a maximum of 2 (3 total). For every 5 points their check fails by, one Angel can move and attack on its turn.
Forever Imprisoned: Angels that start their turns adjacent to one another must make a saving throw or be paralyzed.
Optional:
Angel Dust: Any characters who can see and begin their turn adjacent to an Angel take an attack against fortitude (+12). Attempts to scry on the angel suffer the same attack. Those hit must make a saving throw at the end of the encounter to avoid contracting Angel Dust. Preserved in their mind, an angel is attempting to become solid and burst forth, killing them in the process. Unlike normal diseases, those infected make their checks every 10 minutes as opposed to every extended rest.
Endurance Improve DC 26, maintain DC 22, worsen DC 21 or lower
Initial Effect: The target loses 1 healing surge that it cannot regain until cured.
Worsen: The target begins to hear voices, sand leaks from its eyes, and it begins to hallucinate.
Final State: The newly born Angel bursts through the skin of the target, killing it.
Keep in mind that this is the same disease as the higher-level one in my other post, and might well be the death of a lower level character simply because of the DCs required to survive it. If you want to be an asshole DM, more power to you. Alternately you could lower the DCs each by 4 or so. You have been warned.
