Fallen

Medium • Celestial • Lawful Evil

Armor Class 17

Hit Points 153 (18d10 + 54)

Speed 30 ft., fly 60 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
18 (+4)18 (+4)17 (+3)18 (+4)18 (+4)18 (+4)

Saving Throws Int +8, Cha +8

Skills Deception +8, Stealth +8

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities blinded, charmed, exhaustion, frightened, poisoned

Senses blindsight 60 ft., passive Perception 14

Languages all

CR 9 (XP 5,000; PB +4)

An ominous hooded angel with black rugged wings holding their arms invitingly.

Magic Resistance. The fallen has advantage on saving throws against spells and other magical effects.

Unholy Veil. The fallen is immune to magic that allows other creatures to read its thoughts or determine whether it is lying.

Unusual Nature. The fallen doesn’t require food, drink, or sleep.

ACTIONS

Multiattack. The fallen makes two Corrupting Touch attacks. It can replace one attack with an use of Spellcasting to cast an at-will spell.

Corrupting Touch. Melee Spell Attack: +8, reach 5 ft. Hit: 27 (5d10) necrotic damage. If the target is a creature, it must succeed on a DC 16 Charisma saving throw. If a creature fails three of these saves within 1 hour, the target’s alignment changes to evil until cured by a greater restoration spell or similar.

Spellcasting. The fallen casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: bane, enthrall, silent image, suggestion

1/day: banishment, phantasmal killer, plane shift (self only), wall of fire (dealing necrotic damage)

Shape-Shift. The fallen shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Temptation (1/Day). Wisdom Saving Throw: DC 16, one creature within 60 feet that can hear the fallen (save fails automatically if the target is already charmed). Failure: The target becomes magically charmed until the effect is dispelled or the fallen is destroyed. While charmed this way, the creature tries to protect the fallen to the best of its ability.

BONUS ACTIONS

Twisted Visions (Recharge 6). Wisdom Saving Throw: DC 16, one creature within 30 feet that the fallen can see. Failure: The target becomes magically charmed for 10 minutes. While charmed, the target perceives another creature (the fallen’s choice) as the fallen and the fallen as that other creature. The charmed creature rationalizes any illogical behavior and perceives voices, movements, and similar as perfectly swapped. Each time the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. Success: The target becomes immune to this effect for 1 hour.

Fallen

Medium • Celestial • Lawful Evil

Armor Class 16

Hit Points 105 (14d10 + 28)

Speed 30 ft., fly 60 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
16 (+3)16 (+3)15 (+2)16 (+3)16 (+3)16 (+3)

Saving Throws Int +6, Cha +6

Skills Deception +6, Stealth +6

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities blinded, charmed, exhaustion, frightened, poisoned

Senses blindsight 60 ft., passive Perception 13

Languages all

CR 6 (XP 2,300; PB +3)

An ominous hooded angel with black rugged wings holding their arms invitingly.

Magic Resistance. The fallen has advantage on saving throws against spells and other magical effects.

Unholy Veil. The fallen is immune to magic that allows other creatures to read its thoughts or determine whether it is lying.

Unusual Nature. The fallen doesn’t require food, drink, or sleep.

ACTIONS

Multiattack. The fallen makes two Corrupting Touch attacks. It can replace one attack with an use of Spellcasting to cast an at-will spell.

Corrupting Touch. Melee Spell Attack: +6, reach 5 ft. Hit: 22 (4d10) necrotic damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw. If a creature fails three of these saves within 1 hour, the target’s alignment changes to evil until cured by a greater restoration spell or similar.

Spellcasting. The fallen casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

At will: bane, enthrall, silent image, suggestion

1/day: banishment, phantasmal killer, plane shift (self only

Shape-Shift. The fallen shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Temptation (1/Day). Wisdom Saving Throw: DC 14, one creature within 30 feet that can hear the fallen (save fails automatically if the target is already charmed). Failure: The target becomes magically charmed until the effect is dispelled or the fallen is destroyed. While charmed this way, the creature tries to protect the fallen to the best of its ability.

BONUS ACTIONS

Twisted Visions (Recharge 6). Wisdom Saving Throw: DC 14, one creature within 30 feet that the fallen can see. Failure: The target becomes magically charmed for 10 minutes. While charmed, the target perceives another creature (the fallen’s choice) as the fallen and the fallen as that other creature. The charmed creature rationalizes any illogical behavior and perceives voices, movements, and similar as perfectly swapped. Each time the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. Success: The target becomes immune to this effect for 1 hour.

Fallen

Medium • Celestial • Lawful Evil

Armor Class 18

Hit Points 195 (26d8 + 78)

Speed 30 ft., fly 60 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
18 (+4)18 (+4)17 (+3)20 (+5)20 (+5)20 (+5)

Saving Throws Int +9, Cha +9

Skills Deception +9, Stealth +8

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities blinded, charmed, exhaustion, frightened, poisoned

Senses blindsight 60 ft., passive Perception 15

Languages all

CR 12 (XP 8,400; PB +4)

An ominous hooded angel with black rugged wings holding their arms invitingly.

Magic Resistance. The fallen has advantage on saving throws against spells and other magical effects.

Unholy Veil. The fallen is immune to magic that allows other creatures to read its thoughts or determine whether it is lying.

Unusual Nature. The fallen doesn’t require food, drink, or sleep.

ACTIONS

Multiattack. The fallen makes two Corrupting Touch attacks. It can replace one attack with an use of Spellcasting to cast an at-will spell.

Corrupting Touch. Melee Spell Attack: +8, reach 5 ft. Hit: 38 (7d10) necrotic damage. If the target is a creature, it must succeed on a DC 17 Charisma saving throw. If a creature fails three of these saves within 1 hour, the target’s alignment changes to evil until cured by a greater restoration spell or similar.

Spellcasting. The fallen casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

At will: bane, enthrall, silent image, suggestion

2/day: banishment, phantasmal killer, wall of fire (dealing necrotic damage)

1/day: plane shift (self only)

Shape-Shift. The fallen shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Temptation (1/Day). Wisdom Saving Throw: DC 17, one creature within 60 feet that can hear the fallen (save fails automatically if the target is already charmed). Failure: The target becomes magically charmed until the effect is dispelled or the fallen is destroyed. While charmed this way, the creature tries to protect the fallen to the best of its ability.

BONUS ACTIONS

Twisted Visions (Recharge 6). Wisdom Saving Throw: DC 17, one creature within 30 feet that the fallen can see. Failure: The target becomes magically charmed for 10 minutes. While charmed, the target perceives another creature (the fallen’s choice) as the fallen and the fallen as that other creature. The charmed creature rationalizes any illogical behavior and perceives voices, movements, and similar as perfectly swapped. Each time the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. Success: The target becomes immune to this effect for 1 hour.

QUICK REFERENCE

Habitat

    • Ruined temples or desecrated holy sites
    • Hidden among mortals in a humanoid guise
    • The hells, demonic or shadowy realms and cities

Behavior

    • Masters of manipulation, whispering lies and doubts into hearts, seeking to corrupt mortals through deception and temptation
    • Most of the time, it is in a shape-changed humanoid form to infiltrate and overtake communities
    • Picks confrontations carefully and never fights to the death, always trying to escape

Information (Intelligence Check)

    • DC 10 Religion: Recognized as a corrupted celestial, fallen from grace
    • DC 15 History: Knows they have the power to control and turn people into evil
    • DC 20 Arcana: Tricky foe to deal with as it twists the senses of prey, changes its own shape, and is immune to reading its thoughts

Combat

    • Usually encountered with a followership of (influential or strong) humanoids under its direct control
    • If it has the chance to set up the fight, it starts with enthrall or suggestion spell to charm targets, and give them this disadvantage against its Temptation ability. If not, it relies more on its Twisted Visions to charm.
    • Opens difficult fights with spells: wall of fire to split the battlefield or banishment to remove an opponent for later
    • If it fights a losing fight, it focuses its Corrupting Touch on a single target and tries to escape via its planeshift spell once it changes the target’s alignment

Loot Ideas

    • Cursed relics and magical items
    • Possessions to assume an influential fake personality and gifts given to it by it worshippers or followers
    • Faded holy symbol of its original celestial patron

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.