The celestial is made up of seven metal wings fused together at a central, spherical core. Along the arch of each limb is scrolled a name of one of the seven heavens. The wrackwing's feathers are cast from brass, gold, platinum, and silver and when the sun hits the creature just right it shines like the gateway to beyond itself. The angel's core is covered in small, lidless eyes. When attacking the wrackwing is a blur of sharpened feathers and glinting metal that moves so fast not a drop of spilled blood ever mars its perfection.
Sanctified Sadist. To say that wrackwing enjoys the suffering of others would not be quite accurate. The celestial simply understands that mortals are doomed to lives of agony and when it is called to visit them it is because divinity demands they experience greater anguish. It uses its wings to dole out the correct dose of torment to each it meets, sometimes unto death if the mortal's sins are grave enough. In its heart, the angel hopes those that survive its coming will learn from the adversity and live better so they might never suffer it's wings again.
Wrackwing
Large celestial, lawful good
Flight 60ft (hover)
Str 12 Dex 22 Con 16 Int 13 Wis 16 Cha 16
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, prone
Senses darkvision 120 ft., passive Perception 13
Languages All, telepathy 60 ft.
Challenge
12 (8400 XP)
Aura of Pain.
Whenever a non-celestial creature within 30ft of the wrackwing takes damage it must succeed on a DC 15 Constitution save or be overcome by the pain and suffer Disadvantage on all attack rolls and skill checks until the end of its next turn. If a creature fails this save by 5 or more, it becomes Incapacitated until the end of its next turn instead.
Magic Resistance.
The celestial has Advantage on saving throws against spells and other magical effects.
Magic Weapons.
The wrackwing's weapon attacks are magical.
Actions
Multiattack.
The wrackwing makes seven wing slash attacks as one action
Wing Slash.
Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 9 (1d4+6) slashing damage.
Reap The Whirlwind (Recharge 6).
The wrackwing lets loose a divine wind in a 60ft radius. Creatures within the area of effect have their soul shredded and must suceed on a DC 15 Wisdom save or take 19 (3d12) necrotic damage. Creatures at half of their hit point total or lower have disadvantage on this save.
Comments
Post a Comment