b'Fallen Angel \n'b'  Large   fiend  (fallen angel),  neutral evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  225 (18d10+126)  Speed  60 ft., fly 120 ft.\n'b' STATS STR: 25 (+7) DEX:  22 (+6)  CON:  25 (+7)  INT:  20 (+5)  WIS:  23 (+6)  CHA:  26 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Insight  +20,  Perception  +13,  Stealth  +20  Damage Resistances  bludgeoning, piercing, slashing  Damage Immunities  cold, fire, necrotic, poison  Condition Immunities   charmed , diseased,  exhaustion ,  frightened ,  poisoned   Senses   darkvision  300 ft., truesight 120 ft., passive  Perception  23  Languages  all, telepathy 120 ft.  Challenge  24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Corrupted Weapons . The fallen angel\xe2\x80\x99s weapon attacks are magical and when its weapons deal an extra 5d12 necrotic damage (included in the  attack ). \n'b'  Dark Sight . Magical darkness doesn\xe2\x80\x99t impede the fallen angel\xe2\x80\x99s  darkvision . \n'b'  Flyby . The fallen angel doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Improved Critical . The fallen angel\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b'  Infernal Tongue . It is impossible to tell when the fallen angel is lying. Additionally, no matter what they say, magic that would determine if the fallen angel is telling the truth indicates that they are being truthful, and magic cannot reveal their alignment. \n'b'  Innate Spellcasting . The fallen angel\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  animate dead ,  bestow curse ,  black tentacles , charm monster,  create undead ,  detect evil and good ,  detect magic , hellish rebuke (as a 3rd-level spell),  invisibility ,  planar ally ,  suggestion ,  wall of fire  \n'b'  5/day each :  death ward ,  disintegrate ,  dispel evil and good ,  dispel magic ,  dominate monster ,  eyebite ,  greater invisibility ,  finger of death ,  harm ,  mass suggestion ,  plane shift ,  teleport  \n'b'  1/day each :  gate ,  incendiary cloud ,  time stop ,  weird  \n'b'\n'b'  Legendary Resistance (3/Day) . If the fallen angel fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The fallen angel has advantage on saving throws against spells and other magical effects. \n'b'  Regeneration . The fallen angel regains 20  hit points  at the start of its turn. If it takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the fallen angel\xe2\x80\x99s next turn. The fallen angel dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Shadow Stealth . While in dim light or darkness, the fallen angel can take the  Hide  action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The fallen angel uses his Frightful Presence. It then makes three  melee attacks , or it makes one  melee attack  and either uses Soulsucking Touch or casts a spell. \n'b'  Blasphemous Spear .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 21 (4d6+7) piercing damage plus 32 (5d12) necrotic damage. In addition, on a critical hit, the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fallen angel regains  hit points  equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 1 or its level) rises from the corpse 1d4 minutes later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1d4 hours later. \n'b'  Frightful Presence . Each creature of the fallen angel\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 23  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the fallen angel\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'  Soulsucking Touch . The fallen angel reaches out at a creature within 50 feet that it can see, drawing away its life force. The target makes a DC 23  Charisma  saving throw or reduces its  Intelligence ,  Wisdom , and  Charisma  scores by 1d6 (roll separately for each). On a failure by 5 or more, the target rolls d8s instead. The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 2 or its level) rises from the corpse 1d4 rounds later. \n'b'  Change Shape . The fallen angel magically polymorphs into an aberration, beast, dragon, fiend, humanoid, or monstrosity that has a challenge rating no higher than its own, or back into its true form. The fallen angel reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (its choice). In a new form, the fallen angel retains its alignment,  hit points , Hit Dice, ability to speak, proficiencies, Legendary  Resistance , lair  actions , and  Intelligence ,  Wisdom , and  Charisma  scores, as well as this action. The fallen angel\xe2\x80\x99s statistics and capabilities are otherwise replaced by those of the new form (including class features and legendary actions), except any lair actions of that form.'