PF 1e: Fallen Angel


Image by Nathan Winburn and Rodrigo Martins

One of my favorite monster creations is the fallen angel. Angels do not see enough play in D&D-based games since most games involve players killing evil creatures. Being good servants of good deities, angels don’t get killed much. A fallen one is always going to be a tragic story. Do they kill one who has done so much good in the past? Do they try to redeem them, setting them back on the path of goodness? What price will they have to pay for the evil acts they committed? It brings up a whole host of questions that must be answered. We hope that this creature finds its way into your games.

This monster comes from the Book of Beasts: Legendary Foes. Download it today at DriveThruRPG, Amazon, the Open Gaming Store, and Paizo.

Fallen Angel CR 19

XP 204,800
NE Large outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +42
Aura aura of lost devotion (60 ft., DC 26)

Defense

AC 32, touch 13, flat-footed 28 (+9 armor, +4 Dex, +10 natural, –1 size)
hp 322 (28d10+168)
Fort +22, Ref +20, Will +16
Defensive Abilities angelskin; DR 15/good and silver; Immune acid; Resist cold 10, electricity 10, fire 10; SR 30

Offense

Speed 40 ft., fly 80 ft (clumsy)
Melee +3 flaming burst keen falchion +34/+29/+24/+19 (2d6+9 plus 1d6 fire/15–20 plus 1d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks confusing touch (DC 30)
Spell-Like Abilities (CL 22nd, concentration +24)
At will—aid, cause fear (DC 13), dispel magic, invisibility (self only), plane shift (DC 19), remove disease
1/day—death knell (DC 14), symbol of pain (DC 17), unholy aura (DC 20)


Statistics


Str 18, Dex 18, Con 22, Int 17, Wis 24, Cha 14
Base Atk +28; CMB +33 (+35 disarm, sunder); CMD 47 (49 vs disarm, sunder)
Feats Alertness, Blinding Critical, Cleave, Combat Expertise (-8/+8), Combat Reflexes, Critical Focus, Flyby Attack, Great Cleave, Improved Disarm, Improved Initiative, Improved Sunder, Power Attack (-8/+16), Skill Focus (Intimidate), Stand Still
Skills Acrobatics +35 (+39 jumping), Craft (any one) +34, Fly +25, Intimidate +39, Knowledge (planes, religion) +34, Perception +42, Sense Motive +42, Stealth +31
Languages Abyssal, Celestial, Common, Dwarven, Elven, Infernal
SQ suspicious


Ecology


Environment any
Organization solitary
Treasure standard (+5 hide armor, +3 flaming burst keen falchion, other treasure)


Special Abilities


Angelskin (Su) The skin of a fallen angel has yet to fully absorb the taint of evil. Whenever a fallen angel is the target of a spell or supernatural ability, such as smite evil, that deals additional damage to or has additional effects against evil creatures, there is a 20% chance that the fallen angel is affected as if it were a neutral creature.

Aura of Lost Devotion (Su) Any creature approaching a fallen angel finds its conviction shaken. Any creature that comes within a 60-foot radius of a fallen angel must succeed at a DC 26 Will save or suffer a –4 penalty to its Armor Class as well as on all attack rolls, saving throws, and skill checks for the next 2 hours. In addition, creatures that failed the saving throw cannot use extraordinary, spell-like, or supernatural abilities that require dedication to a cause or a deity (such as divine spells, a paladin’s smite evil, or a cavalier’s challenge) for these 2 hours without an additional Will save. This save DC is Charisma-based.

Confusing Touch (Su) As a standard action, a fallen angel can make a melee touch attack against a creature, damaging its ability to recognize their friends and foes. Upon a successful touch attack, the creature must succeed on a DC 30 Will save or become confused (as the confusion spell). This effect lasts for 6 rounds, and the affected creature is permitted a new saving throw each round. The save DC is Charisma-based and includes a +4 racial bonus.

Suspicious (Ex) The DC of a Diplomacy check to change a fallen angel’s attitude is increased by +10. All failed Diplomacy checks decrease the fallen angel’s attitude by two steps.

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