b'Angel, Fallen Empyreal \n'b'  Family:   Angels  \n'b'  Large   celestial ,  chaotic evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  157 (15d10 + 75)  Speed  40 ft., fly 70 ft.\n'b' STATS STR: 23 (+6) DEX:  18 (+4)  CON:  20 (+5)  INT:  18 (+4)  WIS:  18 (+4)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +8,  Constitution  +9  Skills   Insight  +8,  Intimidation  +9,  Perception  +8  Damage Resistances  lightning, fire; bludgeoning, piercing, slashing from nonmagical weapons.  Damage Immunities  acid, cold, necrotic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   darkvision  60 ft.,  blindsight  30 ft., passive  Perception  18  Languages  all, telepathy 120 ft.  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'   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\xe2\x80\x99s 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. \n'b'  Demonic Weapons . The empyreal\xe2\x80\x99s weapon attacks are magical. When the empyreal hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the  attack ). \n'b'  Innate Spellcasting . The empyreal\xe2\x80\x99s 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:\n'b'\n'b'   At will :  detect evil and good ,  darkness ,  dispel magic ,  fear ,  invisibility ,  plane shift  \n'b'  5/day each :  bestow curse ,  inflict wounds  \n'b'  3/day each :  blade barrier ,  flame strike ,  scorching ray  \n'b'  1/day each :  circle of death ,  create undead  \n'b'\n'b'  Magic Resistance . The empyreal has advantage on saving throws against spells and other magical effects. \n'b'  Actions \n'b'   Multiattack . The fallen empyreal makes three attacks with its flaming longsword \n'b'  Flaming Longsword .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 15 (2d8 + 6) slashing damage plus 18 (4d8) necrotic damage. \n'b'  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. \n'b'  About \n'b' This creature resembles a human-sized column of raging fire. Within the burning fires appears to be a winged humanoid-shaped creature dressed in jet black armor. \n'b' Fallen empyreals used to be knights and warriors in the service of good deities but have since been corrupted. They are fiery, quick-tempered, and cruel. Fallen empyreals are usually found in the service to one of the many arch-devils that inhabit the Hells. Most often they serve as champions for their infernal liege, but they also serve as commanders of the legions of Hell. \n'b' Empyreals that enter combat prefer to batter their opponents with a mixture of magic and direct physical attacks with their longswords. Against powerful foes, an empyreal uses its Necrotic Blast to catch as many foes as it can in the area of effect. During battle, an empyreal often stays aloft where it can blast its foes with spells while staying out of melee range.'