How to build a fallen angel?

Three_Haligonians

First Post
Hey all,

I'm looking to introduce a new BBEG into my campaign; a fallen angel. My question is, if you were going to do the same, how would you create it?

Would you use a pre-existing "fallen angel" creature? For that matter, are there any available? Or perhaps a template of some kind if, again, such a thing exists. One way would be to add the fiendish or half-fiend template to a celestial (though I think that may break a rule or two). Or would you simply take a celestial and just reverse its alignment, and then pretend that wherever the stat block says "good" it means "evil" and vice versa?

What are your thoughts on such a project?
 

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Erynies (not sure of the spelling) are rumored to be fallen angels. You could also take an angel (maybe one of the devas) and give them the corrupted template (from the Book of Vile Darkness) and blackguard levels. An easier way would be to just give them an evil alignment and blackguard levels.
 

Three_Haligonians said:
What are your thoughts on such a project?
The first thing to spring to mind?

Trias the Betrayer, from Planescape: Torment.

If I were to stat one up, hmm. Let's start with a Planetar. A hefty hitter in the celestial spheres, but not the give-up-just-go-home superstar that a solar is. I might swap the 'good' tagged abilities for evil ones (their DR and holy smite) but a part of me is entertains the idea the idea of a villain with all the trappings of a good guy. One the heroes have to actually take up the tools of wickedness in order to harm.

I'd change some of the angel's skill selection around a bit in order to make 'em a better liar - replace their ranks in Escape Artist with ranks in Bluff, and swap out one of their 4 knowledge or craft skills for ranks in UMD. I'd make their weapon appropriately celestial. A +3 evil outsider-bane holy greatsword ... one that the being himself now has to emply Use Magic Device in order to wield.

I would keep the cleric spellcasting the same, though making a point to not pick the Good domain. I'd go with Trickery, and something else. Glory, Destruction, Herald, Wrath, etc.

Lastly, I would give them the class features of a 10th level Ur-Priest. Not the spellcasting: that's already covered by their native cleric-esque spells. Just Rebuke Undead, Siphon Spell Power and Steal Spell-Like Ability. Divine SR would be redundant with their natural abilities.
 

Sejs said:
I might swap the 'good' tagged abilities for evil ones (their DR and holy smite)
Or you could swap the 'good' abilities for Lawful (or Chaotic) ones. This could work very well if it matches the nature of this particular angel's fall.
 

Here's something I had put together for a "risen demon" - switch some words around and it will work for a fallen angel:

Risen Demon (template): This template may be applied only to an outsider with the [evil] and [chaotic] subtypes. Apply the following changes:
  • The risen demon loses the [evil] subtype.
  • The risen demon’s damage reduction loses the good component, if present. If this would improve the damage reduction (as DR 10/cold iron or good is improved by dropping “good”) add vulnerability (+50% damage) to any remaining material elements (e.g. cold iron).
  • The native plane of a risen demon is the astral plane (for determining the effects of banishment and the like).
  • Risen demons gain a negative level for 24 hours if they use a racial ability with the lost subtype (e.g. blasphemy, unholy smite), but can cast spells and use class abilities without penalty.
Risen demons can use and acquire abilities (including spells, feats and class features) that require being a fiend.
CR/LA adjustment: +0. A risen demon is perhaps slightly weaker than a standard demon, but not enough to warrant a difference in CR or LA.

I seem to recall seeing a "redeemed succubus" paladin on the WotC page. That might be worth looking at.
 

I think it'd be cool to use the "fallen Paladin" as a model. By that I mean, take a Planetar or Solar and then remove anything powers that would come from a holy source. Just strip them away.

If the BBEG is an angel who has fallen from grace (is neutral/has not been corrupted/does not have an Evil patron) then leave it at that. Don't give any new powers "in exchange" for the lost powers. This would be a cool, tragic villain--an angel who for whatever reason ceased to be a champion of Good.

If you want this villain to have a new Evil patron, to not only have turned away from Good but actively works against his former lord, then consider giving the creature Blackguard levels or something similar. In this case, replace the Holy abilities with roughly equal-power Evil abilities.

Other things to try: take a celestial and remove any qualities given by the Celestial template, and replace with qualities given by the Fiendish template.
 

Cracks knuckles....

A Note on combat. Many of an angel spells [3rd or lower] cannot be used at all unless it surpresses it's own protective aura. This means it does need to buff use minor buffs before it engages in combat.

Fallen Planetar
Size/Type: Large Outsider (Angel, Extraplanar, Evil)
Hit Dice: 14d8+70 (133 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: 32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28
Base Attack/Grapple: +14/+25
Attack: +1 vicious, keen greatsword +21 melee (3d6+11+2d6/17-20) or slam +20 melee (2d8+10)
Full Attack: +1 vicious, keen greatsword +21/+16/+11 melee (3d6+11+2d6/17-20) or slam +20 melee (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Change shape, damage reduction 10/good, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Saves: Fort +14 (+18 against poison), Ref +13, Will +15
Abilities: Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22
Skills: Bluff +23, Concentration +22, Craft or Knowledge (any three) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)
Feats: Blind-Fight, Cleave, Improved Initiative, Quicken spell, Power Attack
Environment: Hell
Organization: Solitary or pair
Challenge Rating: 16 :]
Treasure: No coins; double goods; standard items
Alignment: Lawful Evil
Advancement: 15-21 HD (Large); 22-42 HD (Huge)

This fallen planetar is nearly 12.5 feet tall and weighs about 666 pounds.

Combat Despite their vast array of magical powers, fallen planetars are likely to wade into melee with their +1 vicious keen greatswords, enhanced with Greater magic weapon. The pain from their own blades cause then to cry tears of blood, though, the actual damage is swiftly regenerated. Not entirely broken of their old habits, they particularly enjoy fighting fiends, making them fierce warriors against demons and those who rebuff the infernal hierarchy.

This fallen planetar’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Regeneration This fallen planetar takes damage from good-aligned weapons and from spells and effects with the good descriptor.

Protective Aura (Su): Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Spell-Like Abilities
At will—continual flame, dispel magic, Unholy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19);
3/day—blade barrier (DC 22), flame strike (DC 21), power word stun, raise dead, waves of fatigue;
1/day—earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.

The following abilities are always active on This fallen planetar’s person, as the spells (caster level 17th)
detect good, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but this fallen planetar can reactivate them as a free action.

Spells
Planetars can cast divine spells as 17th-level clerics. This fallen planetar’s has access to the following domains: Destruction & War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level)
0—create water, detect magic, guidance, resistance (2), virtue
1st—bless, cause fear, detect chaos, divine favor (2), entropic shield, inflict light wounds*, shield of faith
2nd—align weapon, bear’s endurance, bull’s strength, eagle’s splendor, hold person, resist energy(2), Shatter*
3rd—contagion*, Dispel magic, invisibility purge, magic vestments, prayer, protection from energy, wind wall
4th— death ward, inflict critical wounds*, Greater magic weapon[2], summon monster IV
5th— Mass inflict light wounds*, dispel good, plane shift, righteous might, Slay living[2].
6th—banishment, greater dispel magic, harm*, harm, heal[2].
7th— Quickened searing light, disintegrate*, Unholy word, Destruction.
8th—Disintegrate*, Unholy aura, Quickened cure critical wounds.
9th—implosion*, Quickened righteous might.

*Domain spell. Domains: Destruction and War.
 
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I'd second vote for stripping spell-like abilites/cleric spells, and any smite ability. They dont have to be the same CR they were before, and they certainly dont need to have stuff to "make up" for being fallen.

Or give them some serious troll-like++ regeneration abilites, and make them unsuccessfullly suicidal. Punishment for whatever transgression they did. Stabs himself with a wounding dagger every round. Has armor made of barbed wire and spiked chains that makes him constantly bleed. Reckless in combat, etc. Hangs out in dangerous locations. Hunts dragons and other unsafe activities.

I''d run the hell away from something like that I think :D
 

Three_Haligonians said:
Or would you simply take a celestial and just reverse its alignment, and then pretend that wherever the stat block says "good" it means "evil" and vice versa?
When I did a similar creature for my own game, that's what I did - took a Celestial and reversed it's alignment and abilities i.e. Cure becomes Cause, Light becomes Darkness etc.
 

Check out the creations of the guys at Dicefreaks. They live and breathe this stuff.

Otherwise, the Book of Fiends (from Green Ronin) - an excellent book, btw - has a template for this, too. So does the Anger of Angels book (from Malhavoc Press), if I remember correctly - and falling/redemption in several stages, which is interesting in its own right. A couple of others as well, I believe, but I can't remember off the top of my head.

edit --- Oh wait, the Book of Templates (put out in hard copy by Goodman Games, I think) definitely has one. Hm, seeing if I can recall any others.

Found another thing for you here: Krishnath's Fallen Angel. Cheers! :)
 
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