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Fallen Angel, The Thronebreaker

Fallen Angel, The Thronebreaker
Create

A Fallen Angel is a haunting vision of ruined divinity. Towering over mortals at 8–10 feet tall, their once-lustrous wings are now tattered and blackened, the feathers molting like ash. Their radiant halos flicker with broken light or twist into thorny crowns. Their skin ranges from alabaster to obsidian, often veined with glowing runes — remnants of divine script burned into their form. Eyes blaze with celestial fire gone cold: silver, crimson, or a hollow white that pierces the soul. Their armor, once pristine, is now scorched and bloodstained, adorned with sigils of heresy and celestial rebellion.

Behavior

Fallen Angels retain their divine intellect, but their purpose is warped. They are calculating, charismatic, and ruthlessly strategic, often manipulating mortals rather than engaging in direct conflict unless provoked. They speak in tongues of Heaven and Hell alike, and their presence inspires both awe and dread. Though often solitary, they may command cults, infernal legions, or twisted mockeries of angelic choirs. Some display erratic behavior — torn between lingering vestiges of their former selves and their corrupted nature — while others revel in their fall, becoming sadistic tyrants or philosophical nihilists.

Habitat

Fallen Angels do not reside in traditional lairs. Instead, they haunt desecrated holy grounds, burned temples, or dead celestial battlegrounds where the veil between realms is weak. Some are banished to the Shadowfell, Abyss, or Nine Hells, but powerful ones forge their own domains of twisted beauty — gothic cathedrals floating in the void, where stained glass weeps blood and choirs scream in reverse.

Modus Operandi

Fallen Angels are masters of deception, domination, and divine mimicry. They often:

  • Appear as saviors, gaining mortal trust before corrupting faith from within.
  • Seduce champions of good to fall into despair or vengeance.
  • Use miracles turned blasphemous — radiant smites that burn souls, healing that leaves permanent scars, or blessings that bind minds.
  • Prefer to weaken enemies through doubt, fear, and manipulation before delivering swift, angelic vengeance.

Their combat style blends holy wrath with infernal fury — radiant and necrotic energies unleashed in wingspread shockwaves, conjured blade-arcs of divine flame, and voiceborne commands that compel or curse.

Motivation

Each Fallen Angel carries a unique wound:

  • Some fell from pride — believing they could lead better than their god.
  • Others from love — choosing mortals or forbidden passion over celestial law.
  • Many fell from doubt — questioning divine will and being cast down for it.

Their motivations vary:

  • Vengeance against the divine that rejected them.
  • Redemption sought through chaotic means.
  • Destruction of the mortal world as a statement of divine failure.
  • Rebuilding a new order, forged in their own image.

They are beings of paradox — once pure, now profane, yet still bearing the unmistakable echoes of Heaven.


  • Fallen Angel 5e
  • Fallen Angel, Pathfinder
  • Fallen Angel 3.5

Fallen Angel, The Thronebreaker
Create

Large Celestial (Fallen), Lawful Evil
Armor Class 22 (Twisted Celestial Plate)
Hit Points 485 (35d12 + 280)
Speed 50 ft., fly 120 ft. (hover)


STRDEXCONINTWISCHA
30 (+10)22 (+6)28 (+9)22 (+6)24 (+7)32 (+11)

Saving Throws Str +18, Dex +14, Wis +15, Cha +19
Skills Insight +15, Deception +19, Religion +14, Intimidation +19
Damage Resistances Cold, Fire, Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Frightened, Exhaustion, Paralyzed
Senses Truesight 120 ft., Passive Perception 17
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP) Proficiency Bonus +8


Divine Ruin (Improved).

The Fallen Angel’s attacks deal an additional 3d8 necrotic or radiant damage (its choice). Radiant damage from this creature bypasses resistance and immunity.

Corrupted Grace.

It cannot be banished, turned, or affected by divine magic below 9th level. Casters who attempt to do so must make a DC 24 Wisdom saving throw or take 6d10 psychic damage and fall prone.

Aura of Despair (30 ft.).

Enemies that start their turn in the aura must succeed on a DC 24 Charisma saving throw or suffer disadvantage on saving throws until the start of their next turn. Celestials and divine casters automatically fail the first time this triggers each combat.


Legendary Resistance (3/Day)

If the Fallen Angel fails a saving throw, it can choose to succeed instead.


Innate Spellcasting (Fallen)

Charisma is the spellcasting ability (spell save DC 24, +16 to hit with spell attacks). The Fallen Angel can innately cast:

  • At Will: Thaumaturgy, Dispel Magic, Command (5th level), Detect Thoughts, Counterspell
  • 3/Day Each: Disintegrate, Dominate Monster, Wall of Force, Flame Strike (necrotic instead of radiant/fire), Circle of Death, Teleport
  • 1/Day Each: Power Word Kill, Mass Suggestion, Reverse Gravity, Plane Shift

Mythic Trait – Fall Into Godhood (1/day)

When the Fallen Angel is reduced to 0 hit points for the first time, it explodes in a burst of blackened celestial light, dealing 10d10 radiant and 10d10 necrotic damage to all creatures within 60 feet (Dexterity save DC 26 for half). It then immediately restores itself to 240 hit points and ascends into a temporary godlike state for 1 minute (10 rounds). During this time, it gains the following benefits:

  • Advantage on all attack rolls, saving throws, and ability checks.
  • All spells are Quickened (cast as bonus actions).
  • Enemies within its Aura of Despair automatically fail saving throws against Voice of Despair and are stunned for 1 round when affected.

While in this state, the Fallen Angel is surrounded by a halo of inverted light and six black wings of flame, its voice echoing with divine finality. Its presence warps reality and faith alike.


Aftermath – Godfire Collapse

When the 1-minute transformation ends, the divine force sustaining the Fallen Angel implodes in a shockwave of wrath and regret. The Fallen Angel suffers 1 level of exhaustion, and its Aura of Despair weakens to 15 ft. radius until the end of the encounter.

Immediately after the transformation ends, all creatures within 30 feet must succeed on a DC 26 Dexterity saving throw or be blasted 30 feet away, knocked prone, and take 6d10 force damage as the fallen godlight collapses into a void.


Actions

Multiattack.

The Fallen Angel makes three attacks with Sword of the Betrayed and may cast a cantrip or activate its aura.

Sword of the Betrayed. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.

Hit: 30 (4d10 + 10) slashing plus 13 (3d8) necrotic or radiant damage.
If the target is good-aligned, it must succeed on a DC 24 Constitution saving throw or gain one level of exhaustion and be unable to regain hit points until the end of its next turn.


Voice of Despair (Recharge 5–6).

All creatures of its choice within 60 feet that can hear it must make a DC 24 Wisdom saving throw. On a failure, they are stunned until the end of their next turn. Divine casters have disadvantage, and cannot cast spells on their next turn if affected.


Fallen Light (Recharge 6).

Wings flare open, unleashing corrupted radiance. All creatures within 30 feet must make a DC 24 Dexterity saving throw, taking 90 (20d8) radiant or necrotic damage on a failure. Creatures reduced to 0 hit points disintegrate, leaving only magical gear.


Legendary Actions

The Fallen Angel can take 3 legendary actions, choosing from the following. Only one can be used at a time and only at the end of another creature’s turn.

  • Wings of Judgment. The Fallen Angel moves up to its full movement and makes one weapon attack.
  • Sovereign Will (Costs 2 Actions). One creature within 60 feet must succeed on a DC 24 Wisdom saving throw or be charmed until the end of the Fallen Angel’s next turn (ignores charm immunity).
  • Unholy Echo (Costs 3 Actions). The Fallen Angel reuses Voice of Despair on one target within 60 feet, even if it is on cooldown.

Fallen Angel’s Lair

The lair of a Fallen Angel is a desecrated holy site, such as a shattered cathedral, a ruined celestial watchtower, or a mountain-top temple now blackened by divine betrayal. Within this domain, the Fallen Angel’s unholy essence warps light, sound, and spirit.

Lair Actions
On initiative count 20 (losing initiative ties), the Fallen Angel takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:

  • Voice of Despair. The Fallen Angel unleashes a psychic hymn of sorrow. Each creature of the angel’s choice within 120 feet that can hear it must succeed on a DC 21 Wisdom saving throw or be frightened until the end of their next turn. Creatures already frightened instead become stunned for 1 round.
  • Gravity Shatters. The angel rends divine law. A 10-foot-radius, 30-foot-high cylinder within 120 feet becomes a zero-gravity zone until the next round. Creatures inside must succeed on a DC 19 Strength saving throw or be restrained as they float 20 feet upward. A creature can use its action to attempt the save again and end the effect early.
  • Blackened Wings. A storm of corrupted feathers lashes out. The Fallen Angel causes a 30-foot line that is 5 feet wide or a 15-foot-radius sphere within 120 feet to erupt in shadowy blades. Creatures in the area take 6d8 necrotic damage on a failed DC 20 Dexterity saving throw, or half as much on a success. On a failure, a creature is also blinded until the end of its next turn.

Regional Effects
The region surrounding a Fallen Angel’s lair is warped by its presence, creating one or more of the following magical effects within a 10-mile radius:

  • Hollow Choir. At dawn and dusk, a mournful, dissonant chorus echoes faintly across the land. Creatures that take a long rest in the area must succeed on a DC 18 Wisdom saving throw or suffer from haunting visions and nightmares, preventing benefits from the rest.
  • Withering Light. Natural sunlight appears dim and colorless. All radiant damage dealt by sources other than the Fallen Angel is halved within this area, unless the source is a divine artifact or deity-empowered.
  • Weeping Icons. Statues, paintings, and symbols of good-aligned gods begin to weep black ichor. A creature that touches this fluid must succeed on a DC 18 Charisma saving throw or gain one level of exhaustion and be cursed, suffering disadvantage on Wisdom (Insight) checks for 24 hours.
  • Desecrated Ground. Consecrated ground within the region becomes defiled. Undead creatures gain +2 hit points per Hit Die, and any attempt to use Channel Divinity or Turn Undead within the area requires a DC 17 Wisdom saving throw or is wasted.

If the Fallen Angel is destroyed, these effects fade over 1d10 days.

Fallen Angel, The Thronebreaker
Create

This six-winged celestial radiates with blackened divinity. Charred armor, burning eyes, and a greatsword that bleeds starlight—this being is a relic of Heaven’s wrath, now turned to darkness.
CR 21
XP 409,600
LE Large outsider (angel, evil, extraplanar)


Init +10; Senses darkvision 60 ft., low-light vision, true seeing; Perception +36


Aura of Despair (Su) 30 ft.

Enemies within the aura take a –2 penalty on all saving throws. Good-aligned divine spellcasters must succeed at a DC 26 Will save at the beginning of their turn or be shaken for 1 round. Allies within the aura (including the Fallen Angel) gain a +4 profane bonus on saving throws (Unholy Grace). This is a mind-affecting fear effect.


DEFENSE

AC 42, touch 17, flat-footed 35 (+6 Dex, +1 dodge, +25 natural)
hp 435 (30d10+270)
Fort +27, Ref +24, Will +25
Defensive Abilities unholy grace; DR 15/good and epic;
Immune acid, cold, petrification; Resist electricity 20, fire 20;
SR 36
Weaknesses vulnerable to good


OFFENSE

Speed 40 ft., fly 120 ft. (perfect)
Melee +3 unholy greatsword +38/+33/+28/+23 (3d6+18/19–20 plus 2d8 negative energy)
Space 10 ft.; Reach 10 ft.

Special Attacks

  • Fallen Light (Su) 1/day — 60-ft. radius burst of corrupted celestial light; all creatures must succeed at a DC 28 Reflex save or take 200 points of unholy radiant damage. Creatures reduced to 0 hp are disintegrated as per the disintegrate spell. Good-aligned creatures take a –4 penalty on the save.
  • Voice of Despair (Su) 3/day — All creatures within 60 feet must succeed at a DC 28 Will save or be stunned for 1 round and confused for 1d4 rounds. Affected divine casters cannot cast spells for the duration. This is a mind-affecting compulsion effect.
  • Channel Wrath (Su) — As a swift action 3/day, the Fallen Angel channels twisted divine energy through its blade. For 1 round, attacks deal an additional 4d6 divine damage, and critical hits automatically stagger the target for 1 round (no save).

Spell-Like Abilities (CL 20th; concentration +31)

At willdetect thoughts, greater dispel magic, suggestion (DC 24), teleport (self plus 50 lbs. only), unholy blight (DC 24)
3/daygreater command (DC 25), destruction (DC 25), blasphemy (DC 25), quickened flame strike (DC 24)
1/daymass hold monster (DC 27), power word kill, miracle (evil only), eclipse (see below)


STATISTICS

Str 34 (+12) Dex 22 (+6) Con 28 (+9) Int 24 (+7) Wis 26 (+8) Cha 33 (+11)

Base Atk +30; CMB +42; CMD 59
Feats Power Attack, Cleave, Critical Focus, Stunning Critical, Quicken Spell-Like Ability (flame strike), Combat Reflexes, Toughness, Weapon Focus (greatsword), Great Fortitude, Improved Initiative, Iron Will
Skills Bluff +38, Fly +37, Intimidate +38, Knowledge (religion) +36, Perception +36, Sense Motive +36, Spellcraft +36, Stealth +27
Languages Celestial, Infernal, Abyssal, Draconic; telepathy 100 ft.
SQ angelic downfall, mythic resurrection, tongues


SPECIAL ABILITIES

Angelic Downfall (Ex)

Though fallen, the angel retains the ability to pierce divine defenses. The Fallen Angel’s natural attacks and weapons count as good-aligned for the purpose of bypassing DR and regeneration.

Mythic Resurrection (Su)

Once per day, when reduced to 0 hp, the Fallen Angel is immediately restored to half its maximum hit points and erupts with black light. This explosion deals 10d10 negative energy damage to all creatures within 60 feet (DC 28 Reflex half). In addition, good-aligned creatures within range must succeed at a DC 28 Will save or suffer 4d6 Wisdom drain. It gains fast healing 20 and an immediate extra full-round action.

Eclipse (Sp)

Once per day, the Fallen Angel can call down a shadow over a 10-mile radius for 1 hour. This supernatural darkness suppresses all daylight effects, including daylight, sunbeam, and sunburst unless cast by a 21st-level caster or higher. All good-aligned creatures suffer a –2 penalty on attack rolls, saves, and Perception checks while under the eclipse.

Lairbound Cataclysm (Su) – On initiative count 20 each round, the Fallen Angel may invoke one of the following effects tied to its desecrated lair. Each effect may be used once per day.

  • Screaming Statues: All creatures within 30 feet of a corrupted holy icon must succeed on a DC 28 Will save or be confused for 1 round.
  • Gravitational Rift: A 20-foot-radius area becomes weightless for 1 round. Flying creatures fall. Grounded creatures must make a DC 25 Reflex save or be knocked prone.
  • Wings of Dread: Black feathers rain from above in a 60-foot line. All creatures in the line take 6d6 slashing damage and must make a DC 27 Fort save or be staggered for 1 round.

TACTICS

Before Combat
The Fallen Angel prefers to observe, using detect thoughts to assess threats. If anticipating battle, it opens with eclipse and greater command to split enemy forces.

During Combat
Focuses fire on divine casters or paladins, using mass hold monster or destruction. It enters melee with Channel Wrath, targeting weaker enemies for morale damage. Fallen Light is used against clustered targets. The angel is unafraid to taunt or monologue if it senses weakness.

Morale
The Fallen Angel is proud, not reckless. It uses teleport or eclipse as cover to retreat if outnumbered and Mythic Resurrection is already used.


ECOLOGY

Environment Any evil-aligned plane or desecrated holy site
Organization Solitary, or commanding 2d6 corrupted angels or fallen archons
Treasure Triple (including +3 unholy greatsword, corrupted relics, divine scrolls)


DESCRIPTION

Fallen Angels were once divine arbiters, protectors of sacred law and light. Whether seduced by power, betrayed by their gods, or driven by tragic conviction, they now wield Heaven’s gifts against its will. Many see themselves not as villains, but as righteous inheritors of a failed order. Their voices can still command worship—and their wrath, annihilation.

They often act as generals for archdevils, tyrants of profane empires, or harbingers of divine apocalypse.


Fallen Angel, The Thronebreaker
Create

There are few things more terrifying to behold than a fallen Angel. Having fallen from so high, Angel know full well what their pride and evil have caused them to lose, but it is this very same pride and evil that keeps them from returning to the Realms Above.

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Now dedicated foes of all that is good and pure, fallen Angels find solace in leading their own personal campaigns against the forces of light. While some have found a place in the Nine Hells and lead legions of devils against angels and demons alike, others rail against holiness on their own, gathering mortal warriors on the Prime where they pose as gods and topple entire nations.

Fallen Angels still bear the hugely muscled form of a tall human. Now, however, their skin resembles that of burning magma and tremendous vulture-like wings sprout from their backs. Burning red eyes glare from under their bald heads and spines tend to line their joints. Flames often explode from their mouths as they speak, revealing the anger and hatred that eternally burns in their hearts.


Fallen Angel
Large outsider (Evil, Fallen, Lawful, Extraplanar)
Hit Dice14d8+70 (133 hp)
Initiative+9 (+5 Dexterity, +4 Improved Initiative)
Speed30 ft. Fly 90 ft. (good)
Armor Class33 (+5 Dexterity, +19 natural, -1 size), touch 13, flat-footed 28
Base Attack/Grapple+14/+26
Attack+3 greatsword +26 melee (3d6+18/19-20) or slam +23 melee (2d8+15)
Full Attack+3 greatsword +26/+21/+16 melee (3d6+18/19-20) or slam +23 melee (2d8+15)
Space/Reach10 ft./10 ft.
Special AttacksSpell-like abilities, spells
Special QualitiesChange shape, cursed, damage reduction 10/good, Darkvision 60 ft., immunity to fire and poison, Low-Light
Vision
, magic circle against good, regeneration 10, see in darkness, Spell Resistance 28, telepathy 100 ft, teleport.
SavesFort +14 (+18 vs petrification), Ref +14, Will +14
AbilitiesStrength 30, Dexterity 20, Constitution 20, Intelligence 22, Wisdom 21, Charisma 22
SkillsConcentration +22, Craft or Knowledge (any four) +23, Diplomacy +25 (+23 with good creatures), Escape Artist +22, Hide +18, Intimidate +25, Listen 92+22, Move Silently +22, Sense Motive +22, Search +23, Spot +22, Rope Use+5 (+7 with bindings)
FeatBlind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack
EnvironmentThe Nine Hells of Perdition
OrganizationSolitary or pair
Challenge Rating14
TreasureNo coins; double good; standard items
AlignmentAlways Evil (any)
Advancement15-21 HD (Large); 22-42 HD (Huge)

Combat

Fallen Angels still value melee combat and eagerly wade into battle against foes. Above all adversaries, fallen Angels prefer destroying angels that did not yield to temptation.

Magic circle against good (Su): A magic circle against good always surrounds a fallen Angel (caster level 14th). The defensive benefits of the magic circle have not been included in the statistics block.

Regeneration: A fallen Angel takes damage from good-aligned weapons and from spells and effects with the good descriptor.

Spell-like Abilities: At will – bestow curse, Contagion, continual flame, death knell, dispel magic, fear, greater invisibility (self only), greater teleport (self plus 50 pounds only), speak with dead, unholy blight;

3/day – blade barrier, flame strike, power word stun, slay living, waves of fatigue;

1/day – destruction, Earthquake, mass charm monster, shapechange, waves of exhaustion.

Caster level 14th (save DC 16 + spell level).

Detect good is always active on the fallen planetar’s person as a spell cast by a 17th level caster. It can be dispelled, but the fallen planetar can reactivate it as a free action on its turn.

Spells: Fallen Angels cast arcane spells as a 10th level sorcerer (caster level as a 17 th level sorcerer).

Telepathy (Su): A fallen Angel can communicate telepathically with any creature that has a language within 100 feet. This ability is always active.

Teleport (Sp): A fallen Angel can use greater teleport at will, as the spell, except that the creature can transport only itself and up to 50 pounds of objects.

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