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Homebrew

Seraph CR: 26

Medium celestial, angel, lawful good
Armor Class: 21
Hit Points: 243 (18d10 + 144) 18d10+144
Speed: 50 ft , can hover

STR

26 +8

DEX

24 +7

CON

26 +8

INT

25 +7

WIS

25 +7

CHA

30 +10

Saving Throws: INT +15, WIS +15, CHA +18
Skills: Perception +15
Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 120 ft., Passive Perception 25
Languages: All, Telepathy 120 ft.
Challenge Rating: 26

Innate Spellcasting. The Seraph's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

1/day: commune, control weather

3/day: blade barrier, dispel evil and good, resurrection


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.

Actions

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.  

Bonus Actions

  Walk Upon the Ground (Mythic Trait; Recharges as a Short or Long Rest). As a bonus action, the Seraph can retract the wings that obscure its feet from view and walk upon the ground. When they land on the ground, they cause an immense earthquake, as per the spell. Radius of the earthquake remains centered on the Seraph, and as soon as the Seraph takes flight again, the effects end immediately. This ability can only be used on locations and settlements that are designated by the deity that created the Seraph, and even when provoked or attack Seraphim will not land on the ground or reveal their feet.

Reactions

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.

Legendary Actions

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.  

Mythic Actions

  If the Seraph’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Walk Upon the Ground.   Rain of Brimstone (Costs 3 Actions). The Seraph calls down a fiery rain on a 1-mile radius area centered on a point they can see. The fiery rain lasts for 1d12 minutes, and creatures and objects that start their turns in the rain or enter the rain take 1d4 fire damage plus 1d4 radiant damage. Objects that are flammable ignite. Creatures that resist fire damage can not resist this holy fire, but creatures that are immune to fire damage remain immune.

Comments

Author's Notes

Here is the Seraph statblock on D&DBeyond for easy use in your campaigns.


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