Fallen Empyreal Angel
Large celestial, chaotic evil
Armor Class
20 (natural armor)
Hit Points
157 (15d10 + 75)
Speed
40 ft., fly 70 ft.
STR
23 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Damage Immunities
acid, cold, necrotic
Damage Resistances
lightning, fire; bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
darkvision 60 ft., blindsight 30 ft., passive Perception 18
Saving Throws
Dex +8, Con +9
Skills
Insight +8, Intimidation +9, Perception +8
Languages
all, telepathy 120 ft.
Challenge
12 (8,400 XP)
Aura of Hopelessness. The fallen empyreal can activate or deactivate this feature as a bonus action. While active, all creatures within 30 feet of it suffer 10 (3d6) necrotic damage at the beginning of each of the fallen empyreal’s turns. The first time a creature enters or starts its turn in the area it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Demonic Weapons. The empyreal’s weapon attacks are magical. When the empyreal hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack).
Innate Spellcasting. The empyreal’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The empyreal can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, darkness, dispel magic, fear, invisibility, plane shift
5/day each: bestow curse, inflict wounds
3/day each: blade barrier, flame strike, scorching ray
1/day each: circle of death, create undead
Magic Resistance. The empyreal has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The fallen empyreal makes three attacks with its flaming longsword.
Flaming Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 18 (4d8) necrotic damage.
Necrotic Blast (Recharge 5–6). A fallen empyreal can unleash a blast of necrotic energy in a 30-foot radius centered on itself. All creatures in the area must make a DC 16 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one.