Fallen
Medium • Celestial • Lawful Evil
Armor Class 17
Hit Points 153 (18d10 + 54)
Speed 30 ft., fly 60 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

Fallen
Medium • Celestial • Lawful Evil
Armor Class 16
Hit Points 105 (14d10 + 28)
Speed 30 ft., fly 60 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

Fallen
Medium • Celestial • Lawful Evil
Armor Class 18
Hit Points 195 (26d8 + 78)
Speed 30 ft., fly 60 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
