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Fallen Angel

fantasy, angel, black, Fallen Angel

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.

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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 Angel 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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