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.

large
celestial
cr12
tome-of-horrors