Faceless Angel
Large aberration, chaotic evil
Armor Class 21 (unarmored defense)
Hit Points 210 (20d10 + 100)
Speed 40 ft., fly 80 ft. (hover)
STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 20 (+5) 18 (+4) 21 (+5) 25 (+7)
Saving Throws Dex +11, Wis +10, Cha +12
Skills Perception +10, Insight +15
Damage Resistances radiant, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 60 ft., passive Perception 20
Languages understands all but doesn’t speak
Challenge 16 (15,000 XP)
Legendary Resistance (1/day). When the angel fails a saving
throw, it can choose to succeed instead.
Presence Of Madness. The faceless angel is a creature born of
celestial insanity. Concepts such as space, time, and gravity
work strangely around it. At the start of the angel’s turn, roll a
d4 to determine which instantanous effect takes place.
1) Force. Creatures within 45 feet of the angel must succeed on
a DC 21 Strength saving throw or be knocked prone and have
their speed become 0 until the end of their next turn. As a
reaction, the angel can deal 5d10 force damage to a single
creature that fails this saving throw.
2) Freeze. Time freezes around the angel. Creatures of the
Actions angel’s choice within 45 feet of it must succeed on a DC 21
Charisma saving throw or be frozen in time, becoming
Multiattack. The Faceless Angel makes three unarmed strikes. paralyzed until the start of the Faceless Angel’s next turn. The
angel is not affected by this. A creature that is in stasis cannot
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., be damaged nor affected by any source until the effect ends for
one target. Hit 17 (2d10 + 6) plus 7 (2d6) psychic damage. The it. The angel can, however, end the effect for a creature
Angel can choose to grapple a target (escape DC 19) instead of whenever it wishes.
dealing damage.
3) Levity. Gravity is reversed within 45 ft of the angel. All
Harvest Heart. The Faceless Angel attempts to rip a grappled creatures and objects that aren’t somehow anchored to the
creature’s heart out. The target must succeed on a DC 19 ground fall upward and reach the top of the area. A creature
Strength saving throw, taking 41 (20d6 + 6) bludgeoning can make a DC 21 Dexterity saving throw to grab onto a fixed
damage plus 18 (5d6) psychic damage on a failure, half as object it can reach, thus avoiding the fall. If an object or
much on a success, and ending the grapple. A creature that creature reaches the top of the area without striking anything,
has less than half its total hit points and fails this saving throw it remains there, oscillating slightly. The angel is not affected by
is reduced to 0 hit points. If this attack reduces a creature to 0 the gravitational change.
hit points, it is instantly killed and the Faceless Angel harvest
its heart. 4) Insanity. Creatures within 45 feet of the angel must succeed
on a DC 21 Wisdom saving throw or suffer 18 (4d8) psychic
Unleash Madness (1/day). The Faceless Angel unleashes a damage. A creature that fails this saving throw becomes
psychic scream from the gaping hole in its chest. All creatures vulnerable to psychic damage for the next minute.
within 45 feet that can hear it must succeed on a DC 21
Intelligence saving throw or take 55 (10d10) psychic damage, Heartless Hunger. The Faceless Angel has a hole where its heart
half as much on a success. A creature that fails this saving should be. This open space is used as a mouth, hungry for the
throw is stunned until the end of its next turn. For the next hearts of heroes. If the creature consumes a humanoid heart in
minute, each time the Faceless Angel rolls its Presence of this manner, it recovers 50 hit points. It seems to feed
Madness feature, it rolls twice. exclusively on the hearts of promising adventurers.
This action can only be used if the Faceless Angel starts its turn Magic Resistance. The angel has advantage on saving throws
with 100 hit points or fewer. against spells and other magical effects.
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