Lawful Evil Outsider, and no it's not a Devil (CR: 10)

Krishnath

First Post
Someone asked for more Lawful Evil outsiders. Well, here it is, I hope you'll like it :D

Angel, Fallen
Medium-Size Outsider (Evil, Law)
Hit Dice:
12d8+36 (90 hp)
Initiative: +2 (Dex)
Speed: 30', Fly 90' (good)
AC: 18 ( +2 Dex, +4 mithral shirt, +2 natural)
Attacks: +2 Keen Scimitar +18/+13/+8 melee
Damage: +2 Keen Scimitar 1d6+4+2 (12-20/x2)
Face/Reach: 5' by 5'/5'
Special Attacks: Unholy Strike, consume strength, spell-like abilities, spells,
Special Qualities: Acid and Fire immunity, cold and electricity resistance 20, damage reduction 15/+2, SR 20, spell-like abilities, spells,
Saves: Fort +11, Ref +10, Will +12
Abilities: Str 18, Dex 15, Con 16, Int 15, Wis 18, Cha 17,
Skills: Bluff +15, Concentration +15, Diplomacy +15, Intimidate +15, Knowledge (Arcana) +14, Knowledge (the Planes) +14, Knowledge (Religion) +14, Listen +16, Spellcraft +14, Spot +16,
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Critical (Scimitar),

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: Double Standard
Alignment: Always Lawful Evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge);

Fallen Angels look much like humanoid males and females with large feathery wings. They're often mistaken for Succubi and Incubi, but are not related to these fiends. Their wings are black and their skin pale. A small number (10%) of all fallen angels have had their wings cut off, and thus lack the ability to fly.

Combat:
Fallen Angels are aggressive combatants and rely upon their high manouverability coupled with their spells and spell-like abilities to rain death upon their foes. They usually target clerics and other divine spellcasters first, moving on to wizards and sorcerers before finishing of whatever remains. If faced with impossible odds, the fallen angel either retreats or emply hit and run tactics.
Unholy Strike (Su): Three times per day a fallen angel can energize it's weapon with unholy energy, the weapon deals an additional 2d6 damage against a good opponent, or 1d6 additional damage against neutral foes. Creatures hit by the energized weapon must make a fortitude save (DC 14) or lose 1d4 points of temporary con damage. The energized effect lasts for three rounds.
Consume Strength (Su): If a fallen angel administers a successfull coup de grace against a sentient foe, it gains one temporary HD. The temporary HD gained in this manner fade at a rate of 1 per hour.
Spell-like Abilities: At will - Bane, Detect Good, and Detect Magic; 3/day - Darkness, Desecrate, Dispel Magic, Invisibility Purge, Protection from Chaos, and Protection from Good; 1/day - Freedom of Movement, Planeshift and Unhallow. These are as the spells cast by a 12th-level sorcerer (DC 13+ spell level).
Spells: A fallen angel casts spells as a cleric of a level equal to half it's HD with access to the Death, Evil, and Law domains.

© 2002 Krishnath


Comments are welcome and wanted :D
 
Last edited:

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Looks pretty nasty. Definitely something to fear. I think it could have a better Dex--is it based on any of the existing Celestials from the MM?

I remember that somewhere I saw a template for a Fallen Celestial--now where was that?

- Devon
 


Devon: The Dex is as it is, not to high, not to low, but far better than most. It is not based on any celestials, It is just how I picture a fallen angel would be, no more no less. And if you find the template for fallen celestials, point me in it's direction, I have an idea for a fallen Solar... :D

Any more comments?
 







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