Chalk felt in his bones that something was wrong. The crypt-city was too clean, too well ordered to be abandoned and forgotten. There was a strange chill in the air that the wizard couldn’t quite put his finger on.
Koram looked over at Chalk and nodded, slowly drawing his Crystal Sword. Something was wrong. Valance quietly muttered a spell and Gnybaro ran a rag soaked in poison along the blade of his short sword. Something fluttered over them, like a wraith or a ghost.
As the group of adventurers entered a large room in the shadowy temple of the dread metropolis they encountered a heavily robed and hooded figure sitting upon a throne of bones and skulls. All of them shivered in the presence of the creature.
“Welcome to my lair, humans. Are you here to steal my gold and treasure?” the thing asked in an almost melodious voice.
All of them, for once, were speechless.
No. Enc.: 1 (1d4)
Movement: 120’ (40’)
Fly: 240′ (80′)
Armor Class: 5
Hit Dice: 10
Damage: 1d12 (punch) or by weapon (typically 1d12+4)
Hoard Class: XXII
Many, many eons ago a band of rebel angels stormed the castle of the Deities of Law in the third cataract of the Heavenly Realm in search of arcane secrets kept hidden from them. Outraged at this, the Rulers of the Heavenly Courts threw these creatures from the Upper Planes, barring them forever from re-entering these planes unless they begged for forgiveness.
Being proud and vain, most of these dreaded angels scoffed at the idea of forgiveness and found other realms to occupy. Many sank to the Infernal Planes and there felt quite at home amongst the denizens of those horrific places. It is not uncommon to encounter a fortress in the depths of one of the Eleven Hells that is under the leadership of one of these horrible monsters.
Still others found their way to the Material Plane, and woe to all they encounter.
In appearance most of the Fallen Celestials look almost like idealized versions of humans or elves, and they use this to their advantage in every possible way, although some have given themselves to their bestial or demonic sides and appear quite horrifying. When revealed as a Fallen Celestial, these beings are -2 to Strike in combat due to their awe-inspiring nature. Three times per day each Fallen Celestial can cast the following spells as if he or she were a 12th level magic-user or cleric: Charm Person, Lightning Bolt, Power Word Stun, Mass Charm, Cure Light Wounds, Cure Serious Wounds, Create Food and Drink, Protection from Good (30’Radius), Sticks to Snakes, Animate Dead and Raise Dead. These formidable abilities make a Fallen Celestial a foe to be reckoned with, and usually run away from.
Feel free to give these creatures a “theme” or flavor with a few little special effects that manifest around them. Undeath, vanity, corruption, plague, avarice, etc.