Seraphs
Seraphim represent the highest level of the angelic hierarchy. These angels act as the direct advisors and attendants to the god themselves. Very few mortals have ever encountered these angels as they primarily found only in the presence of their respective patron. So, if a mortal ever is graced with the presence of a seraphim, it is most likely a herald proclaiming the arrival of a divine avatar, or even a god itself.
Reflections of Divinity
The very nature of seraphim is directly connected to the raw power of divinity. Oftentimes, seraphim are often described as being of burning light and fire (or shadowy flames depending on the god's domain). Seraphim can be easily identified thanks to their six luminous wings. However, due to their raw power, their mere presence can prove to be extremely dangerous or even fatal to most mortals. If one manages to survive such exposure, they are typically scarred for life and afflicted with permanent blindness. In fact, even other angels must be careful when coming into the presence of these angels.
Attendants to the Gods
As the highest level of the angelic hierarchy, the seraphim only answer to the direct will of the gods. Since they rarely leave the side of the gods, they often relay these commands to lesser angels and other divine servants. The only times that these angels leave their divine domains is to accomplish tasks that reserved for that of a deity, such as awakening a Titan or accompanying the arrival of a divine avatar. However, there have been accounts that describe legendary clerics who have been able to temporarily summon the aid of a seraph; however, such accounts are likely exaggerated.
Battle Tactics
Very few are mortals can stand in the presence of a seraph. Although a seraph only represents a mere fragment of a god's power, its natural radiance that it possesses is enough to incinerate all but the most stalwart of creatures in a matter of seconds. Due to their lofty status in the heavens, seraphim rarely deign to waste time fighting mortals, as they would much rather send other divine servants instead. Seraphim typically only reveal their presence when accompanying an aspect of divinity or commanding legions of lesser angels.
Blinding Radiance
Battling a seraph can be incredibly difficult as merely looking at its true form places one at risk for being permanently blinded. When battling these angels, it is best to keep considerable distance from this entity as the divine flames of its aura will consume those all in its path.
Flames of Divinity
The seraphim specialize in using light and fire as their primary weapons. They are typically armed with gleaming weapons made of divine fire that is capable of annihilating both the physical form as well as the soul of its target. Unlike other angels, the seraphim prefer to engage in close combat, making fully use of their Raw Divinity. Despite their affinity for melee combat, seraphim also possess absolute mastery of divine magic, using them to quickly eliminate troublesome foes or to provide a boon if the battle is not in its favor.
Seraph
Large Celestial, varies
- Armor Class 21(Divine Armor)
- Hit Points 398 (25d10+250)
- Speed 50ft., fly 150ft.
STR DEX CON INT WIS CHA 30 (+10) 21 (+5) 30 (+10) 26 (+8) 27 (+8) 30 (+10)
- Saving Throws Dex +14, Int +19, Wis +17, Cha +19
- Skills Intimidation +19, Insight +17, Perception +17, Persuasion +19
- Condition Immunities Blinded, Charmed, Frightened
- Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from non-magical attacks
- Damage Immunities Fire, Radiant
- Senses truesight 120ft., passive Perception 27
- Languages all, telepathy 120ft.
- Proficiency Bonus +9 Challenge 29 (135000 xp)
Divine Awareness The seraph knows if it hears a lie.
Divine Radiance Whenever the seraph magically produces light, this light is considered to be sunlight.
Flyby The seraph doesn't provoke an opportunity attack when it flies outside an enemy's reach
Legendary Resistance(3/day) If the seraph fails a saving throw, it can choose to succeed. Upon using this feature, the seraph can use its Healing Touch without expending a use.
Magical Attacks The seraph’s attacks count as magical for the purpose of overcoming resistance
Magic Resistance The seraph has advantage on saving throws against spells and other magical effects.
Raw Divinity The seraph magically gives off bright light in a 30ft. radius and dim light an additional 30ft. Creatures that starts its turn within range take 18(4d8) radiant damage + 18(4d8) fire damage and must make a DC 28 Constitution saving throw, unless the seraph is incapacitated.
On a failed save, the creature is blinded. If a creature's saving throw is successful, the creature is immune to being blinded by the seraph's Raw Divinity for the next 24 hours. If this feature reduces a creature to 0 hitpoints, that creature is instantly killed and reduced to ash.
Radiant Resurrection (1/day) If the seraph is reduced to 0 hitpoints, it can fully regain half its hitpoint maximum. Upon using this feature, creatures within 30ft. of the seraph must succeed a DC 28 Constitution saving throw or become blinded.
Innate Spellcasting
The seraph's spellcasting ability is Charisma (spell save DC 28). The seraph can innately cast the following spells, only requiring verbal components
- At Will Bless, Bane, Detect Evil and Good, Protection from Evil and Good, Daylight, Sanctuary, Temple of the Gods
- 3/day each Dawn, Holy Weapon, Wall of Light
- 2/day each Holy Aura, Divine Word, Sunburst
- 1/day each Power Word Kill, Power Word Heal, True Resurrection
Actions
Multiattack. The seraph can use its Healing Touch (if available) and make two weapon attacks
Divine Greatblade. Melee Weapon Attack: +19 to hit, 10ft., one target. Hit 59 (9d10+10) radiant damage + 49(9d10) fire damage. If this attack reduces a creature to 0 hitpoints, it is immediately killed and turned to ash.
Divine Greatbow. Ranged Weapon Attack: +19 to hit, 600ft., one target. Hit 46 (9d8+6) radiant damage + 41(9d8) fire damage. If this attack reduces a creature to 0 hitpoints, it is immediately killed and turned to ash.
Healing Touch. (4/day) The seraph touches a creature. The target magically regains 81 (18d8) hitpoints and is freed from any curse, condition, or spell effect.
Flames of Creation(Recharge 5-6) As an action, the seraph can the very flames of the heaven's itself. Creatures in a 60ft. radius and 300ft. tall column centered around a point within 300ft. of the seraph must succeed a DC 28 Dexterity saving throw. On a failed saving throw, creatures take 81 (18d8) radiant damage + 81(18d8) fire damage and are blinded. On a successful saving throw, creatures take half damage and are blinded until the end of its next turn. If this attack reduces a creature to 0 hitpoints, it is immediately killed and turned to ash.
Bonus Actions
Radiant Flight The seraph can use its bonus action to flash their radiant wings. All creatures within 30ft. of the seraph must succeed a DC 28 Constitution saving throw or become blinded until the end of its next turn. Upon using this feature, the seraph can fly up to half its movement speed.
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.
Radiant Flight(1 action) The seraph can use its Radiant Flight
Divine Strike(2 actions) The seraph can make a single weapon attack
Resilience(3 actions) The seraph can end one condition or spell effect on itself.