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Fallen Angel

Large fiend (fallen angel), neutral evil

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

STR DEX CON INT WIS CHA
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)

SPECIAL TRAITS

  • 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.

ACTIONS

  • 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.
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Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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