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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


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


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)


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


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.