Fallen Angel

Family: Angels

Large fiend (fallen angel), neutral evil

Armor Class 20 (natural armor)
Hit Points 225 (18d10+126)
Speed 60 ft., fly 120 ft.

25 (+7) 22 (+6) 25 (+7) 20 (+5) 23 (+6) 26 (+8)

Skills Insight +20, Perception +13, Stealth +20
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold, fire, necrotic, poison
Condition Immunities charmed, diseased, exhaustion, frightened, poisoned
Senses darkvision 300 ft., truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 24 (62,000 XP)


  • Corrupted Weapons. The fallen angel’s weapon attacks are magical and when its weapons deal an extra 5d12 necrotic damage (included in the attack).
  • Dark Sight. Magical darkness doesn’t impede the fallen angel’s darkvision.
  • Flyby. The fallen angel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Improved Critical. The fallen angel’s weapon attacks score a critical hit on a roll of 19 or 20.
  • Infernal Tongue. It is impossible to tell when the fallen angel is lying. Additionally, no matter what they say, magic that would determine if the fallen angel is telling the truth indicates that they are being truthful, and magic cannot reveal their alignment.
  • Innate Spellcasting. The fallen angel’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the fallen angel fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The fallen angel has advantage on saving throws against spells and other magical effects.
  • Regeneration. The fallen angel regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn’t function at the start of the fallen angel’s next turn. The fallen angel dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Shadow Stealth. While in dim light or darkness, the fallen angel can take the Hide action as a bonus action.
  • Frightful Presence. Each creature of Fenrir’s choice within 120 feet of him and aware of him must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Fenrir is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Fenrir’s Frightful Presence for the next 24 hours.
  • Swallow. Fenrir makes one bite attack against a Huge or smaller creature he is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Fenrir, and it takes 54 (12d8) bludgeoning damage at the start of each of Fenrir’s turns. If Fenrir takes 50 damage or more on a single turn from a creature inside it, he must succeed on a DC 10 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Fenrir. If Fenrir dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 30 feet of movement, exiting prone.


  • Multiattack. The fallen angel uses his Frightful Presence. It then makes three melee attacks, or it makes one melee attack and either uses Soulsucking Touch or casts a spell.
  • Blasphemous Spear. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) piercing damage plus 32 (5d12) necrotic damage. In addition, on a critical hit, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fallen angel regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 1 or its level) rises from the corpse 1d4 minutes later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1d4 hours later.
  • Frightful Presence. Each creature of the fallen angel’s choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the fallen angel’s Frightful Presence for the next 24 hours.
  • Soulsucking Touch. The fallen angel reaches out at a creature within 50 feet that it can see, drawing away its life force. The target makes a DC 23 Charisma saving throw or reduces its Intelligence, Wisdom, and Charisma scores by 1d6 (roll separately for each). On a failure by 5 or more, the target rolls d8s instead. The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 2 or its level) rises from the corpse 1d4 rounds later.
  • Change Shape. The fallen angel magically polymorphs into an aberration, beast, dragon, fiend, humanoid, or monstrosity that has a challenge rating no higher than its own, or back into its true form. The fallen angel reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (its choice). In a new form, the fallen angel retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. The fallen angel’s statistics and capabilities are otherwise replaced by those of the new form (including class features and legendary actions), except any lair actions of that form.


Fenrir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fenrir regains spent legendary actions at the start of his turn.

  • Move. Fenrir moves up to half his speed.
  • Spit. Fenrir regurgitates one swallowed creature. The creature exits prone in a square 30 feet away from Fenrir, taking 13 (3d8) bludgeoning damage.
  • Chomp (Costs 2 Actions). Fenrir makes one bite attack or uses Swallow.
  • Destructive Roll (Costs 2 Actions). Fenrir flings himself at the ground and rolls, crushing everything in an area 30 feet by 30 feet. Each creature in the area must make a DC 28 Dexterity saving throw. A target takes 52 (8d12) bludgeoning damage on a failed save, or half as much damage on a successful one.


Fallen angels are either ripped away from or cast down from the Celestial Planes, though this is not a common occurrence as earning reprisal from the high host requires acts of evil of the greatest and most despicable magnitude. Very few disgraced celestials take their punishment lightly, raging against the heavens denied them and harboring a deep hatred for those that still remain there. These abased creatures ravenously claw their way back up from the realms infernal, grasping upon whatever they can to tether themselves to the Material Plane as a stepping stone for the dimensions above.

The love and respect that a fallen angel once had for the sanctity of life becomes twisted and malformed, and they are willing to strike alliances and compacts with fiends, aberrations, and any other entity that might be able to serve them, even mimicking the celestial entrapments of their former station to bewitch and fool mortals into false worship. The souls of all its followers are made forfeit by ritual or misguided sacrifice, or forever tainted by the acquisition and handling of dark artifacts from which their master can draw a sliver of power.

A fallen angel’s most common goal is to retake their lofty place in the realms celestial-often at the expense of other, lesser creatures and with a characteristic disregard for the suffering left in their wake. It is a doomed endeavor to slam upon the dimensional gates of the Celestial Planes but many have attempted regardless, either beaten back or destroyed for the perfidy of such an attempt. Some have tried to sneak their way beyond the pale, cloaked in the souls of supplicant mortals, though none yet have managed a ruse able to fool the celestial host for more than a few moments. Most lose patience and simply revel in the freedoms granted by their unchecked power, constantly searching for even the briefest sensations to distract them from their plight.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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