Homebrew
Angelspawn CR: 12
Medium fiend, lawful evil
Armor Class: 19 (natural armor)
Hit Points: 165 (18d10 + 54) 18d10+54
Speed:
60 ft
, fly: 120 ft
, can hover
Saving Throws: constitution +9
Skills: Deception +9, Persuasion +9, Insight +8
Damage Resistances: Fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Frightened, Poisoned
Senses: Darkvision 120 ft., Truesight 30 ft., Passive Perception 18
Languages: Common, Fiend, Celestial, telepathy 120 ft.
Challenge Rating: 12
( 8400 XP)
Proficiency Bonus: 4
Angelspawn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17).
At will: Light, Minor Illusion, Silent Image, Dream, Charm Person
1/day: Plane Shift, Banishment, Calm Emotions, Circle of Death, Mirage Arcane
2/day: Major Image, Silence, Programmed Illusion, Seeming
3/day: Dispel Magic, Cure Wounds, Bestow Curse, Fear, Summon Undead
Legendary Resistance (3/Day). If the Angelspawn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Angelspawn has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The Angelspawn makes two Wing Cut attacks and one Infernal Bite attack, or it makes two Hellish Bomb attacks.
Fiendish Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) magical piercing damage.
Wing Cut. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) magical slashing damage.
Hellish Bomb. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage. All other creatures (except the first target) within a 15 ft. radius centered on the first target, must make a DC 17 Dexterity saving throw. On a failed save the creatures take 2d6 fire damage or half on a successful save.
Legendary Actions
The Angelspawn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Angelspawn regains spent legendary actions at the start of its turn.
Move. The Angelspawn moves up to half its speed without provoking opportunity attacks.
Infernal Strike. The Angelspawn makes one Fiendish Bite, Wing Cut, or Hellish Bomb attack.
A mortal believing she heard a divine whisper, follows a feather winged creature into a dark cave where they are then captured by a lesser demon. A righteous paladin, believing he has receieved a divine message, charge into battle, slaughtering everything in his path with blind faith that in the end he realized that he just commited a great act of horror and inhumanity. An Aasimar signed a contract with a seemingly divine being to gain magical powers, left powerless when she realized that she just signed his soul away to an infernal being.
Devil's Pet. Angelspawns are pets of archdevils that on the outside look like celestial creatures. They are used to deceive mortals into subjugation under the devil's control under the guise of a good aligned divine messenger. They are able to imitate celestial's abilities so some warlocks will think that their powers came from above and their patrons are the good aligned gods and goddesses while in fact they are being manipulated into doing infernal biddings. Angelspawns are typically owned by prominent archdevils such as Zariel, Glasya, Orcus, Asmodeus, etc. In terms of hierarchy, Angelspawns are superior to demons and devils.
Infernal corruption. Angelspawns are typically created using newborn Ki-Rin. These small helpless Ki-Rin are then subjugated to brutal torture in the nine hells by lesser demons and then infused with the blood of Archdevils, eliminating most of the traces of divine energy within thus transforming them into a mockery of existence, though still keeping some of their Ki-Rin features for the purposes of deception. Where they got these newborn Ki-Rin are not entirely known but one legend states that when the fallen angels decided to wage war against Mount Celestia, they kidnapped these newborn Ki-Rin and brought them to Asmodeus to turn them into brutal war machines. Other legend says that a deity from inside Mount Celestia is secretly in cahoots with Asmodeus helping him to launch an assault on the Gods. A Warlock who wants to enter a pact with an Archdevil can also offer newborn Ki-Rin to them as a gift to persuade these Archdevils to give them infernal powers.
Cunning Trickery. Angelspawns are extremely good at deceiving. They don't typically use violent confrontation but will destroy anything that stands in their way. First they typically appear as a whisper to a vulnerable soul. Then as an image in a dream. When they have become vulnerable enough, Angelspawns will appear to them in person with all their divine appearances giving the person what appears to them as a divine command, message, salvation, etc. And then, depending on their master's agenda, they will make the person do horrific infernal biddings.
Guardians of the Pit. Archdevils also use Angelspawns as guardians to their most protected magical artifacts in the Nine Hells. When an angelspawn is guarding something, no one is allowed trespass not even a demon or a devil without a fight, except of course for their master.
Suggested Environments
Angelspawn native home is the Nine-Hells of Baator.