Someone posted these earlier on in this RogueGal thread but just to remind you that they are here if you're taking the much suggested fallen celestial path.
Desolation Angel
Medium-size Outsider (Evil)
HD: 12d8+24 (78)
Initiative: +5 (Dex, Improved Initiative)
Speed: 30’, fly 60’ (average)
AC: 21 (+10 natural, +1 Dex)
Attacks: +2 ranseur +17/+12
Damage: +2 ranseur 2d4+6
Face/Reach: 5’x5’/ 5’ (10’ with ranseur)
Special Attacks: Spell-like abilities, Negative Energy Beam +13 ranged touch, Desolation Field
Special Qualities: DR 20/+2, SR 21, Immunities, Fire, cold, and electricity resistance 10, Telepathy
Saves- F: +10 R: +9 W: +10
Abilities: Str 17, Dex 13, Con 14, Int 14, Wis 14, Cha 16,
Skills: Concentration +17, Knowledge (any 2) +17, Listen +17, Spot +17, Move Silently +16, Hide +12
Feats: Fly-by Attack, Weapon Focus (ranseur), Improved Initiative, Ability Focus (Desolation Aura)
Clime: Any land and underground
Organization: Solitary
CR: 10 (?)
Treasure: No coins; double goods, double items
Align: Neutral Evil
Adv. Range: 13-24 HD (medium-size)
Desolation angels are beings of pure destruction. Their very presence withers their surroundings. Used as assassins, guardians, and sometimes even deadly shock troops, these beings are almost always in the employ of a powerful outsider. They are not particularly cruel or sadistic, but they have no real conscience. They were born to kill, and that’s what they do.
Desolation angels are always beautiful females with chalky-gray skin and jet-black hair. They have large feathery wings the color of cooling lava. Desolation angels favor flowing black, gray or blood red robes that do nothing to hide their figure. Their clothing is often adorned with vulture or crow motifs, and some enjoy wearing expensive jewelry. All carry magical ranseurs the color of dried blood.
Combat
Desolation angels favor surprise attack, sweeping down to strike from above. They use fly-by attack, negative energy, and spell-like abilities at first, keeping to cover and avoiding melee. When all their abilities are exhausted, they close for melee, allowing the desolation field to winnow away at their enemies.
Spell-like Abilities: At will- detect good and detect magic; 1/day- magic circle against good, unholy blight, and summon monster IV.
Negative Energy Beam (Su): Once every 1d6 rounds, a desolation angel can unleash a burst of negative energy. This counts as a ranged touch attack, with a maximum range of 20’ and no range increments. If the target is struck, he suffers one negative level. The DC to remove the level is 17. This is an energy drain attack.
Desolation Field (Su): At the beginning of a desolation angel’s action, all creatures within 10’ of the angel are affected as if struck by an inflict serious wounds spell. All those affected take 3d8+12 negative energy damage, and may make a Will save for half (DC: 19).
Immunities (Ex): Desolation angels are immune to all negative energy effects.
Telepathy (Su): Desolation angels can communicate telepathically with all creatures within 100’ that have a language.
I'm using these myself inclusing some with class levels. Some aditional charisma to boost the Inflict aura DC... it does wonders
Btw if you want to be really really nasty.... I've got a player in my game who's playing a fallen astral Deva, whom I gave DR 5/good since Savage Species didnt update to 3.5... I changed it to DR 5/magic and at level 14 he gets dr 10/ magic and good but what the hell...
But my point is, I changed the DR /evil from Devas to /good for flavor and balance. If you have fallen Celestials there really is no real reason why they shouldn't still have their /evil DR.... So if you have a good alligned party as you do, they will have some problems facing DR 20/Magic and Evil damage reduction.... Paladins and good clerics weaving Evil weapons around isnt the first thing that comes to mind
