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Lawful Evil Outsider, and no it's not a Devil (CR: 10)
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<blockquote data-quote="Krishnath" data-source="post: 134723" data-attributes="member: 56"><p><span style="color: lightblue">Someone asked for more Lawful Evil outsiders. Well, here it is, I hope you'll like it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Angel, Fallen</strong></span></p><p><span style="color: lightblue"><strong>Medium-Size Outsider (Evil, Law)</strong></span></p><p><span style="color: lightblue"><strong>Hit Dice:</strong> 12d8+36 (90 hp)</span></p><p><span style="color: lightblue"><strong>Initiative:</strong> +2 (Dex)</span></p><p><span style="color: lightblue"><strong>Speed:</strong> 30', Fly 90' (good)</span></p><p><span style="color: lightblue"><strong>AC:</strong> 18 ( +2 Dex, +4 mithral shirt, +2 natural)</span></p><p><span style="color: lightblue"><strong>Attacks:</strong> <em>+2 Keen Scimitar</em> +18/+13/+8 melee</span></p><p><span style="color: lightblue"><strong>Damage:</strong> <em>+2 Keen Scimitar</em> 1d6+4+2 (12-20/x2)</span></p><p><span style="color: lightblue"><strong>Face/Reach:</strong> 5' by 5'/5'</span></p><p><span style="color: lightblue"><strong>Special Attacks:</strong> Unholy Strike, consume strength, spell-like abilities, spells,</span></p><p><span style="color: lightblue"><strong>Special Qualities:</strong> Acid and Fire immunity, cold and electricity resistance 20, damage reduction 15/+2, SR 20, spell-like abilities, spells,</span></p><p><span style="color: lightblue"><strong>Saves:</strong> Fort +11, Ref +10, Will +12</span></p><p><span style="color: lightblue"><strong>Abilities:</strong> Str 18, Dex 15, Con 16, Int 15, Wis 18, Cha 17,</span></p><p><span style="color: lightblue"><strong>Skills:</strong> Bluff +15, Concentration +15, Diplomacy +15, Intimidate +15, Knowledge (Arcana) +14, Knowledge (the Planes) +14, Knowledge (Religion) +14, Listen +16, Spellcraft +14, Spot +16,</span></p><p><span style="color: lightblue"><strong>Feats:</strong> Alertness, Combat Reflexes, Flyby Attack, Improved Critical (Scimitar),</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Climate/Terrain:</strong> Any land and underground</span></p><p><span style="color: lightblue"><strong>Organization:</strong> Solitary</span></p><p><span style="color: lightblue"><strong>Challenge Rating:</strong> 10</span></p><p><span style="color: lightblue"><strong>Treasure:</strong> Double Standard</span></p><p><span style="color: lightblue"><strong>Alignment:</strong> Always Lawful Evil</span></p><p><span style="color: lightblue"><strong>Advancement:</strong> 13-24 HD (Large); 25-36 HD (Huge);</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">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.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Combat:</strong></span></p><p><span style="color: lightblue">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.</span></p><p><span style="color: lightblue"><strong>Unholy Strike (Su):</strong> 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.</span></p><p><span style="color: lightblue"><strong>Consume Strength (Su):</strong> 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.</span></p><p><span style="color: lightblue"><strong>Spell-like Abilities:</strong> At will - <em>Bane</em>, <em>Detect Good</em>, and <em>Detect Magic</em>; 3/day - <em>Darkness</em>, <em>Desecrate</em>, <em>Dispel Magic</em>, <em>Invisibility Purge</em>, <em>Protection from Chaos</em>, and <em>Protection from Good</em>; 1/day - <em>Freedom of Movement</em>, <em>Planeshift</em> and <em>Unhallow</em>. These are as the spells cast by a 12th-level sorcerer (DC 13+ spell level).</span></p><p><span style="color: lightblue"><strong>Spells:</strong> 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.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">© 2002 Krishnath</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">Comments are welcome and wanted <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></span></p></blockquote><p></p>
[QUOTE="Krishnath, post: 134723, member: 56"] [color=lightblue]Someone asked for more Lawful Evil outsiders. Well, here it is, I hope you'll like it :D [b]Angel, Fallen Medium-Size Outsider (Evil, Law) Hit Dice:[/b] 12d8+36 (90 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 30', Fly 90' (good) [b]AC:[/b] 18 ( +2 Dex, +4 mithral shirt, +2 natural) [b]Attacks:[/b] [i]+2 Keen Scimitar[/i] +18/+13/+8 melee [b]Damage:[/b] [i]+2 Keen Scimitar[/i] 1d6+4+2 (12-20/x2) [b]Face/Reach:[/b] 5' by 5'/5' [b]Special Attacks:[/b] Unholy Strike, consume strength, spell-like abilities, spells, [b]Special Qualities:[/b] Acid and Fire immunity, cold and electricity resistance 20, damage reduction 15/+2, SR 20, spell-like abilities, spells, [b]Saves:[/b] Fort +11, Ref +10, Will +12 [b]Abilities:[/b] Str 18, Dex 15, Con 16, Int 15, Wis 18, Cha 17, [b]Skills:[/b] Bluff +15, Concentration +15, Diplomacy +15, Intimidate +15, Knowledge (Arcana) +14, Knowledge (the Planes) +14, Knowledge (Religion) +14, Listen +16, Spellcraft +14, Spot +16, [b]Feats:[/b] Alertness, Combat Reflexes, Flyby Attack, Improved Critical (Scimitar), [b]Climate/Terrain:[/b] Any land and underground [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 10 [b]Treasure:[/b] Double Standard [b]Alignment:[/b] Always Lawful Evil [b]Advancement:[/b] 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. [b]Combat:[/b] 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. [b]Unholy Strike (Su):[/b] 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. [b]Consume Strength (Su):[/b] 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. [b]Spell-like Abilities:[/b] At will - [i]Bane[/i], [i]Detect Good[/i], and [i]Detect Magic[/i]; 3/day - [i]Darkness[/i], [i]Desecrate[/i], [i]Dispel Magic[/i], [i]Invisibility Purge[/i], [i]Protection from Chaos[/i], and [i]Protection from Good[/i]; 1/day - [i]Freedom of Movement[/i], [i]Planeshift[/i] and [i]Unhallow[/i]. These are as the spells cast by a 12th-level sorcerer (DC 13+ spell level). [b]Spells:[/b] 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[/color] [/QUOTE]
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