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Fallen


This ghostly crusader floats just above the ground. Its translucent form would be harder to see if not for the twin motes of hellish red light staring out from behind its helmet.

Fallen CR 8

XP 4,800
LE Medium undead (incorporeal)
Init +3; Senses blindsense 60 ft., darkvision 60 ft.; Perception +17

DEFENSE

AC 22, touch 17, flat-footed 19 (+4 armor, +4 deflection, +3 Dex, +1 shield)
hp 93 (11d8+44)
Fort +7, Ref +6, Will +10
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits; Resist acid 5, fire 5
Weaknesses light sensitivity

OFFENSE

Speed fly 30 ft. (perfect)
Melee longsword +10/+5 (1d8/19–20 plus 2d6 negative energy and agent of despair), light shield +9 (1d3 plus 2d6 negative energy and agent of despair)
Ranged longbow +11/+6 (1d8/×3 plus 2d6 negative energy and agent of despair)
Special Attacks agent of despair, curse of the unburied, phantom armaments, touch of the grave
Spell-Like Abilities (CL 12th; concentration +16)

3/daydeeper darkness, telekinesis (DC 19)

STATISTICS

Str —, Dex 16, Con —, Int 13, Wis 17, Cha 18
Base Atk +8; CMB +11 (+13 sunder); CMD 28 (30 vs. sunder)
Feats Combat Expertise, Improved Shield Bash, Improved Sunder, Shield Slam, Two-Weapon Fighting, Weapon Focus (longsword)
Skills Fly +10, Intimidate +18, Knowledge (religion) +10, Perception +17, Ride +10, Sense Motive +15, Survival +13
Languages Common

SPECIAL ABILITIES

Agent of Despair (Su)

A fallen’s attacks can weaken a creature’s resolve. Any creature that takes damage from a fallen’s attacks must succeed at a DC 19 Will save or take a –4 penalty on saving throws against fear. If a creature that has immunity to fear fails this saving throw, its immunity is temporarily suppressed. This effect lasts as long as a creature still suffers damage taken from a fallen’s attacks. This effect is removed if the creature is healed of all damage inflicted by a fallen. The save DC is Charisma-based.

Curse of the Unburied (Su)

Once per day, a fallen can demand that a good-aligned cleric, paladin, or cleric whose deity is opposed to the creation of undead locate its remains and perform a funeral for it on holy ground (through specific use of consecrate or hallow). The target must succeed at a DC 19 Will save or take a –2 penalty to each of its ability scores. Each day, the target can attempt a new saving throw; success keeps the target from accruing an additional –2 penalty to each of its ability scores. No ability score can be reduced below 1 by this effect. The ability score penalties are removed immediately upon completing the funeral rites for the fallen. The target does not need to complete the rites personally, but it is responsible for seeing that they’re carried out. The save DC is Charisma-based.

Phantom Armaments (Su)

A fallen possesses a semblance of the gear it carried in life. A fallen’s weapons and armor are formed of force, allowing the fallen to make physical attacks and wear protective armor. Though solid and formed of force, this gear cannot be disarmed or removed from the fallen. Arrows fired from the fallen’s longbow vanish after dealing damage to their target.

Rejuvenation (Su)

A fallen is tied to the place where it fell in battle or the location where its remains were dragged after it fell in combat. Unless slain permanently, it reforms there 2d4 days later. A fallen is permanently destroyed and its soul is released when funeral rites lasting at least 1 minute are performed on its remains while on consecrated or hallowed ground.

Touch of the Grave (Su)

All of a fallen’s melee and ranged attacks deal an additional 2d6 points of negative energy damage.

ECOLOGY

Environment any
Organization solitary, squad (2–6), or platoon (7–16)
Treasure none

The fallen are grim, ghostly remains of the men and women who have fallen in battle. However, the fallen’s original valiant goals has washed from their tortured minds, and is replaced instead by pain, sorrow, and hatred. Their fall in battle remains the greatest disappointment in their souls. Most fallen are still adorned in the battered and breached armor they died in and armed with the weapons they once carried into battle. Sentient and suffering, the fallen wander the world in search someone to end their misery by performing last rites.

At a glance, a fallen might be mistaken for a well-armed ghost or spectre, but even casual study reveals that their fiery eyes are not vacant, and they’re anything but mindless. In battle, fallen move in an efficient and deliberate manner, and they are absolutely silent until they deign to speak in raspy, sepulchral tones.

The fallen are spontaneously created, and are similar to ghosts but for one crucial difference—the fallen have no remaining unfinished business to tie them to the Material Plane aside from receiving a proper burial. Like many other types of undead, the fallen have an aversion to sunlight. They are incapable of becoming corporeal, but can open and close doors, hurl objects, and otherwise manifest their displeasure through the use of telekinesis, and their ghostly weapons still strike true and deal damage since they are made of force. A fallen can even shroud itself in darkness so tangible that most demons cannot penetrate it. When funeral rites are conducted upon the place where they died, the infusion of positive energy scours away the Abyssal taint. This localized restoration of the natural cosmological order allows the soul of the fallen to receive judgment.

The fallen desire nothing but release from the Material Plane. Existence is agony and horror for the fallen, a state that they cannot end themselves. They are not evil for evil’s sake, but their situation fills them with uncontrollable rage and they cannot help but resent the living and act selfishly to end their plight. Some fallen lie to would-be rescuers, promising to reveal great treasure near the place they died. Others attack outright if not helped, take hostages, or threaten reprisals against family members or other innocents. Some go mad and cannot be reasoned with. The most tragic and desperate of the fallen are those that cannot remember where they died.

Their dark nature notwithstanding, the fallen understand enough about the reality of their situation to call upon clerics and paladins to help them. They can manage to hold back their rage in these situations and refrain from attacking the one who can help end their plight, but this doesn’t stop them from attacking a cleric’s companions. Likewise, the fallen do not hinder those affected by their curse of the unburied ability.

Section 15: Copyright Notice

Pathfinder Adventure Path #75: Demon’s Heresy © 2013, Paizo Publishing, LLC; Author: Jim Groves.