Fallen Virtue
Fallen Virtue
When Lucifer was cast out of Heaven, many celestials fell with him, becoming fiends and corrupting their once-radiant features. There are as many types of fiends as types of celestials, but an exceptionally rare type of fiend is the Fallen Virtue. Virtues are among the most graceful, faithful, and innocent of all celestials, and as such it would take extraordinary circumstances for one to fall victim to Lucifer’s deceptions. However, Lucifer was the most intelligent and manipulative creature in the universe, and even a small number of the Virtues were led astray by the Prince of Lies.
Twisted Nature. Just as true Virtues are led by instinct, a Fallen Virtue has an innate understanding of magic that it does not even understand itself. Becoming a fiend has robbed the Fallen Virtues of their ability to cast spells, and their lack of intelligence prevented them from learning spells on their own. However, their instinctive grasp on the weave of magical energy grants them abilities that are unheard of even to some of the most accomplished casters, making a Fallen Virtue a truly formidable opponent.
FALLEN Virtue
Medium Fiend, Chaotic Evil
Armor Class: 17 (natural armor)
Hit Points: 210 (20d8 + 120)
Speed: 40 ft., Fly 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 20 (+5) | 22 (+6) | 11 (+1) | 20 (+5) | 25 (+7) |
Saving Throws: Con +12, Wis +22, Cha +13
Skills: Animal Handling + 11, Insight +11, Nature +7, Religion +7
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities: charmed
Senses: darkvision 120 ft., passive perception 15
Languages: all, telepathy 120 ft. (cannot read or write)
Challenge: 18 (20,000 XP) Proficiency: +6
Features
Devil’s Sight: Magical darkness does not impede the Fallen Virtue’s darkvision.
Magic Resistance: The Virtue has advantage on saving throws against spells and other magical effects.
Actions
Claw of Silence: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 41 (8d8 + 5) necrotic damage, and the target must succeed on a DC 21 Charisma saving throw or be Cursed for 24 hours. While Cursed in this way, the target is unable to utter a sound, and cannot cast spells that require a verbal component.
Necrotic Burst (3/Day): The Fallen Virtue channels its willpower and life force into a burst of magical energy. Each time it uses this ability before finishing a Long Rest, its life force is poured out and the effect is different, as detailed below. Each creature of the Fallen Virtue’s choice within 120 feet of it must make a DC 21 Constitution saving throw.
First Burst: Each creature that fails its saving throw is pushed 20 feet in a straight line away from the Virtue and takes 7 (2d6) bludgeoning damage plus 13 (2d12) necrotic damage, landing prone. On a successful save, a creature takes half as much damage, is pushed 10 feet, and is not knocked prone.
Second Burst: Each creature that fails its saving throw takes 26 (4d12) necrotic damage and is blinded for 1 minute. On a successful save a creature takes half as much damage and is not blinded.
Third Burst: Each creature that fails its saving throw takes 76 (12d12) necrotic damage and is marked with shadowy dim light for 1 minute. Attack rolls made against a marked creature have advantage. This effect drains the remaining life force from the Fallen Virtue, which drops to 0 hit points and must immediately make its first death save.
Reactions
Taint Spell: The Fallen Virtue interrupts a creature it can see that is casting a spell. If the spell is 3rd level or lower, the spell’s intended purpose is reversed. A spell that was intended to restore hit points instead deals half as much necrotic damage to its target(s), and a spell that was intended to deal magical damage instead restores half as many hit points to its target(s). A spell of 4th level or higher is not interrupted by this ability.
Azrael's Guide to the Apocalypse, printed page 201.