Large fiend (malebolgite), chaotic evil

Armor Class 19 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 40 ft., climb 40 ft.

20 (+5) 14 (+2) 20 (+5) 8 (-1) 12 (+1) 6 (-2)

Skills Nature +4, Perception +5, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities petrification
Senses darkvision 60 ft., passive Perception 15
Languages Infernal
Proficiency Bonus +4
Challenge 11 (7,200 XP)


  • Keen Senses. The falin has advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing.
  • Stone Camouflage. The falin has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
  • Sunlight Banishment. If the falin starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the falin must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its mountain path. The falin is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its mountain path on the Material Plane, a falin in the Border Ethereal can return to the Material Plane as an action.


  • Multiattack. The falin makes two attacks, one with its Bite and one with its Greatsword.
  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the falin can’t use its Bite attack on another target.
  • Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature grappled by the falin. Hit: 15 (3d6 + 5) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the falin, and it takes 10 (3d6) necrotic damage at the start of each of the falin’s turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable. The falin can have only one creature swallowed at a time. While the falin isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the falin dies, it likewise regurgitates a swallowed creature.
  • Shadow Step. The falin teleports up to 30 feet to an un occupied space of dim light or darkness that it can see.
  • Abyssal Curse. The falin targets one creature it can see within 30 feet of it. If the target can see the falin, the target must succeed on a DC 17 Constitution saving throw or become cursed. The cursed target loses 1 point of Constitution after each hour. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Constitution becomes 2, it dies. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.


  • Shadow Stealth. While in dim light or darkness, the falin takes the Hide action.


The falin is a monstrous creature that haunts the craggy peaks of the mountains. Its head is grotesquely oversized, measuring twice as large as its hulking body. Its skin is mottled with dark and earthy tones, providing excellent camouflage amidst the rocky terrain. Its elongated limbs end in powerful, clawed hands that allow it to navigate its mountainous home with ease. Its eyes gleam with an unsettling malevolence, and its gaping maw is filled with rows of sharp, jagged teeth.

The falin makes its lair in the treacherous crags of the mountains. It seeks out the most inaccessible peaks and hidden crevices, using its natural camouflage and climbing abilities to remain hidden from those who venture into its domain. The harsh nature of the mountain terrain serves as both its home and its hunting ground.

The falin is believed to be born from the very malevolence of the mountains themselves. It has no natural form, instead taking on a monstrous shape that embodies the primordial fears of those who dare to tread in its territory. Its origins remain shrouded in mystery, with local legends suggesting that it might be a cursed spirit or the manifestation of ancient curses placed upon the land.

The falin rarely ventures out of its mountain abode, choosing to appear under the cover of the dim light of dawn or dusk. It uses its terrifying appearance and dread-inducing presence to strike fear into the hearts of any who cross its path.

The most notorious aspect of the falin’s hunting habits is its ability to curse those who encounter it before the sun’s light has fully illuminated its path. This curse brings misfortune and doom upon those who fall victim to it, causing them to suffer from disadvantage in all aspects of their lives until the curse is lifted.

Falins are native to the ditches of Malebolge, the Eighth Circle of Infernus. There, they move freely between bolges to punish the damned souls they can catch unguarded.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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