The fallen angel Aszottiel has spent millennia plotting to return to heaven. Not the heaven associated with your campaign world's deities. No, that's small potatoes. Aszottiel wishes to return to the domain of the Unmoved Mover, whose divine service it betrayed. To effect this return, it has carefully cultivated power and influence with the cold calculus that only an inhuman immortal can muster.
Below are some of its more handy servants.
The Slaves Of The Angel
When the mighty fall, they really fall. The vile cherubs are a swarm of fat, leprous children, buzzing about on improbably small insect wings. They're like flying pustules, drooling green bile from scabbed lips. Their arrows and bite inflicts a curse of selfishness that prevents assisting others for 1d4, preventing things like healing others. Resisting the effect should be a long-shot, perhaps a Will save with 20 DC. These poor creatures believe Aszottiel will help them return to heaven, and are willing to do anything for that. Hint: not gonna happen.
The hermit Vittirmech is a talented, half-mad priest of no god in particular who believes that he has been chosen by the gods to join their ranks, so long as he passes their many tests. Sadly, the tests are actually tasks decided on by Aszottiel, who can whisper into his ear or cause him speak in tongues from any distance. The angel is constantly aware of anything transpiring in Vittirmech's presence. Vittirmech does cleric stuff like building golems, summoning walls of swords, healing himself, striking his foes blind, and summoning dire bears to attack his foes. He can also travel rapidly via kefitzat haderech. Vittirmech is one of the angel's most useful servants.
The Esoteric Brotherhood
Jakob Luria is the Supreme Nighthawk of the so-called Esoteric Brotherhood Of Magicks Angelica, a hoary circle of upper-crust wizards with endless titles, initiations, and symbolic actions. Though they count more than a few duelists amongst their number, their chief utility lies in flexing their social capital (they are rich and have agents everywhere) and in performing days-long ritual spells that do things like give entire nations cultural amnesia, modify climate, and manipulate stochastic fields.
Stuff they might do at the angel's behest:
- Kidnap a person to baptize them in the Font Infernal, which permanently charms victims toward the angel and the head of the brotherhood. Hundreds of critical people are under its influence.
- Enact a play designed to generate nationalist fervor, in preparation for that country warring with a neighbor. The chaos of the war is necessary to facilitate the theft of a powerful magical artifact, perhaps the Eye Of Omnipitos.
- Perform magical rituals that hasten the inevitable, regardless of time and distance. For example, their spells can make an avalanche in a snowy pass thousands of miles away, cause an elderly political rival to die of heart failure, or provoke a race war in an already tense political climate.
Only the highest ranks of the order know that the purpose of the order is to serve Aszottiel, or have any inkling of its true nature.
The Aerial Hunter
An aerial spirit of great age and power, the Hunter is a sort of top-tier predator from the elemental plane of air. It is essentially a five-mile diameter bank of sentient fog that roams the world looking for invisible stalkers (they're delicious). Aszottiel knows it's true name and can command it to unerringly hunt particular creatures.
Its method of attack is to drift onto the players (or whatever) then precipitate droplets of milky white to fall. These drops leach color from anything they contact, inflict permanent blindness, and can kill small animals and children. The Hunter will do this for 1d6 hours, then wander off for a few days. The players can't really harm the Hunter. It's of a higher order of being than them. I suppose it would not be able to penetrate a protection from evil spell or a hermetically sealed building, though that's little consolation to anybody else that happens to be around.