Dice 'n Buttons

RSS

Posts tagged with "weeping angels"

Aug 8
I put this together when I realized the Mario Ghosts are basically the Weeping Angels.  Not bad for Paint.net. Thoughts?

I put this together when I realized the Mario Ghosts are basically the Weeping Angels.  Not bad for Paint.net. Thoughts?

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.

Crossing the Line: Dungeons and Doctors (part 2)

Don’t blink. Blink and you’re dead. Don’t turn your back. Don’t look away. And don’t blink. Good Luck. 
-The Doctor 

For me, the Weeping Angels are most terrifying foe of the Doctor Who universe. They move faster than one can imagine, but that movement is halted whenever they are seen. They generally don’t kill their foe, but instead imprison them by sending them back through time and space, feeding off of their life energy. In general they feed off of nearly any form of energy, so they can live in almost any conditions. In order to terrify players as much as the idea terrifies me… I have put them underwater.

Located outside Neverwinter along the Sword Coast, the Foamcrest Temple to Umberlee has been a popular place of worship for travelers along the coast for decades, even developing into a small village in itself. Lately though, the temple has gone eerily silent. Ships that leave it through the sheltered tunnels along the coast have began disappearing, never to make port again. From the lower crypts, caretakers have been found with their necks snapped, floating in the murky waters. 

Terrified, the remaining priestesses have sent for aid, asking any travelers to find out what is wrong with their temple. Those more skittish have even imagined that the statues, great angelic forms carved out of pale stone, have begun to move.

Lonely Assassin (Angel)
Medium elemental humanoid (earth)
Level 8 Skirmisher XP 350
Initiative +11     Perception +7
HP 94; Bloodied 47
AC 22; Fortitude 19, Reflex 21, Will 18
Immune: disease, poison          
Speed 12
Stone Claw (standard; at-will) • Physical
Melee; +13 vs. AC; 2d8 + 6 damage, and the target loses a healing surge.
The Weeping Angel slashes at you with a stone hand, tearing energy from your soul!
Temporal Feast (standard; recharge 4+) • Physical
Melee; +10 vs. Fortitude; 2d6 + 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 regains any missing hitpoints.
The Weeping Angel sinks its claws into your flesh, and you feel yourself pulled through a twisted rift in time!
Alignment Neutral evil Languages: Common, Angelic (why not?)
Str 20 (+9)       Dex 20 (+9)   Wis 10 (+4)
Con 16 (+7)   Int 17 (+7)     Cha 10 (+4)
Equipment: none
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.

These are by no means your average Dungeons and Dragons foes, and using them can have drastic repercussions on your game. Players lost in time and space could conceivably be rescued by the Doctor, or return (many years older) as NPCs, but more likely they will be effectively dead. In dark tunnels, they are a terrifying foe.

Why are they in the world? Angels feed on energy. Every fantasy world is full of precious artifacts, forgotten gods, dimensional portals and cursed alters… any of these would serve as an excellent source of energy for a group of Lonely Assassins.

If you liked this, be sure to check out the rest in the series:
Crossing the Line: Dungeons and Doctors (part 1) 
Crossing the Line: Dungeons and Doctors (part 3)