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Devil, Shadow Angel

Hidden within a cloak of darkness, two large, radiant, angelic wings sprout from this creature’s back while skeletal hands wield a translucent, skull-decorated scythe.

Shadow Angel CR 16

XP 76,800
LE Large outsider (devil, evil, extraplanar, incorporeal, lawful)
Init +5; Senses darkvision 60 ft., detect good, see in darkness; Perception +24
Aura horrific appearance (60 ft., DC 26)


AC 24, touch 24, flat-footed 19 (+9 deflection, +5 Dex, +1 dodge, -1 size)
hp 203 (14d10+126)
Fort +13, Ref +14, Will +16
Defensive Abilities incorporeal, unbound; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 27


Speed fly 80 ft. (perfect)
Melee +1 unholy ghost touch scythe +20/+15/+10 (2d6+1/19-20/x4 plus 2d6 vs. good)
Space 10 ft.; Reach 10 ft.
Special Attacks howl
Spell-Like Abilities (CL 14th)

Constantdetect good
At Willdeeper darkness, desecrate, dispel good (DC 24), magic circle against good (DC 22), unholy blight (DC 23)
1/daysummon (level 7, 2d4 erinyes or 1 shadow angel, 70%), unholy aura (DC 27)


Combat A shadow angel descends from above, throwing back its cowl as a free action to reveal its awfulness, and then attacks an opponent with its scythe. It keeps its cowl down until every opponent has saved, using flyby attacks to whittle away at its enemies.

Morale Despite these creature’s vast intellects, they blame mortals for their condition, ignoring their own culpability. Thus, they fight to the death in any conflict involving mortals.


Str —, Dex 20, Con 28, Int 22, Wis 24, Cha 28
Base Atk +14; CMB +20; CMD 40
Feats Combat Expertise, Dodge, Flyby Attack, Greater Feint, Improved Critical (scythe), Improved Feint, Weapon Focus (scythe)
Skills Acrobatics +22, Bluff +26, Diplomacy +23, Fly +28, Intimidate +26, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (religion) +23, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +18
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.


Horrific Appearance (Su)

Any living creature within 60 feet that views the shadow angel must attempt a DC 26 Fortitude save or immediately take 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 Constitution damage. A creature that successfully saves against this effect is immune to this ability for 24 hours. The save DC is Charisma-based.

Howl (Su)

Once per day, the shadow angel can produce a shriek of heart rending sorrow and soul chilling fear. All creatures within 100 feet of the shadow angel must succeed a DC 26 Fortitude save or be paralyzed with dread and sadness for 1d4 rounds. The save DC is Charisma-based.

Unbound (Ex)

Provided they can find the means, shadow angels can leave Hell and enter any non-Good plane without restriction. Normally, devils must be summoned or granted passage by a higher power in order for them to leave the Lower Planes.

Editor's Notes

A few items of note for this one:

  1. Flat-footed AC is incorrect, it should be Flat-footed 18.
  2. For its spell-like abilities: Concentration +23.

GM's are encouraged to use these statistics.


Characters with ranks in Knowledge (The Planes) can learn more about a Shadow Angel. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (name)

DC Result
DC 26 Shadow angels are the tormented undying souls of those angels that died in the rebellion against heaven.
DC 31 The shadow angel, like the banshee can unleash a terrible howl that allows others to suffer the sorrow that envelopes their soul.
DC 36 As a vengeful spirit, a shadow angel can only be harmed by magical and good-aligned weapons.
DC 41 It is said that the face of the hooded shadow angel shows the suffering of all mortals that have died since the rebellion in heaven and this horrific visage can physically destroy those who look beneath the hood.