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Homebrew
Innate Spellcasting. The Seraph's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
Angelic Weapons. The Seraph's weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra 6d8 fire damage (included in the attack). Divine Awareness. The Seraph knows if it hears a lie. Magic Resistance. The Seraph has advantage on saving throws against spells and other magical effects.
Multiattack. The Seraph makes two greatsword attacks. Greatsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) fire damage. Slaying Longbow. Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) fire damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. Flying Sword. The Seraph releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the Seraph can see the sword, the Seraph can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Seraph's hands. If the hovering sword is targeted by any effect, the Seraph is considered to be holding it. The hovering sword falls if the Seraph dies. Healing Touch (4/Day). The Seraph touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Reveal Face. The Seraph briefly moves the wings that obscure its face from view, allowing creatures in a 60 foot cone to see its terrifying visage. Creatures within that area that must make a DC 25 Wisdom saving throw or become Frightened of the Seraph. Creatures that fail this saving throw become gain a new flaw:
"I encountered the most fearsome celestial messenger the Gods have devised, and now religious iconography awakens that deep-seated terror in me."Seraphim can use this ability only against creatures of an evil alignment, or devoted worshipers of the deity that created them, and otherwise always hide their faces.
The Seraph 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 Seraph regains spent legendary actions at the start of its turn. Teleport. The Seraph magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Searing Burst (Costs 2 Actions). The Seraph emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Comments
Author's Notes
Here is the Seraph statblock on D&DBeyond for easy use in your campaigns.