AC 17
HP 133 (14d10+56; bloodied 66)
Speed 20 ft., fly 120 ft
Proficiency +4; Maneuver DC 19
Saving Throws Dex +9, Con +8, Wis +6
Skills Perception +6, Religion +7 (+1d12)
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire
Condition Immunities charmed , fatigue frightened
Senses truesight 120 ft., passive Perception 16
Languages Celestial
Angelic Weapons. The seraph’s weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra 10 (3d6) radiant damage (included in the attack).
Divine Knowledge. The seraph adds its proficiency bonus to and has advantage on Intelligence checks.
Flyby. The seraph doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Good. The seraph radiates a Lawful aura and a Good aura.
Innate Spellcasting. The seraph’s innate spellcasting ability is Intelligence. The seraph can innately cast the following spells, requiring no material components:
At will: commune , detect evil and good
3/day: legend lore
Magic Resistance. The seraph has advantage on saving throws made against spells and other magical effects.
ACTIONS
Multiattack. The seraph attacks three times with its wings.
Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8+7) magical bludgeoning damage plus 10 (3d6) radiant damage.
BONUS ACTIONS
Holy Rending. When the seraph hits the same target with a second or third wing attack on its turn, it can deal an extra 14 (4d6) force damage. The target makes a DC 19 Strength saving throw or it is knocked prone .
REACTIONS
Fast Reactions. The seraph can take 2 reactions each round, but never more than one reaction against the same creature.
Uncanny Dodge. When an attacker the seraph can see hits it with an attack, it can halve the attack’s damage against it.
Seraphim are powerful celestials who encompass the infinite wonder and horror of divine knowledge. Their bodies are composed of six wings sometimes described as being wreathed in sacred flames. Where the wings meet in the center lies a mostly humanoid face, its expression so rigid and gray it almost appears to be made from stone. Their entire being radiates a thrumming, frenetic energy underneath their graceful, floating stoicism.
The origins of seraphim are shrouded in mystery but it’s known that they exist in an infinite cycle of holy revelations. Their mask-like faces are the result of being forever crushed under the enormous weight of the knowledge they hold and rebuilding themselves back, stronger than before. It’s said that to gaze into the eyes of a seraph is to see the enormity of the universe reflected back upon you, a mere speck in the mighty cosmos.
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.