Seraph (5e Creature)
Seraph[edit]
Large celestial, lawful good Armor Class 25 (+2 from Shield)
Damage Vulnerabilities Cold; Thunder Blinding Brilliance. All creatures within 30 ft. of the Seraph and are looking directly at the Seraph must make a DC17 Constitution Save or be blinded. This blindness can only be cured through the Greater Restoration Spell. Attacks within 10 ft. of the Seraph are made with disadvantage. Raging Flame of Divine Passion. Any creatures within 5 ft. of the Seraph at the start of their turn must make a DC17 Constitution Save or take 9d6 Fire Damage and be burned. On a successful save, the creature only takes 5d6 Fire Damage. Spellcasting.The Seraph is a 20th-level spellcaster. Its spellcasting ability is Wisdom(spell save DC26, +18 to hit with spell attacks). The Seraph has the following Cleric Spells prepared: Cantrips(at will): Sacred Flame, Guidance, Spare the Dying 1st-Level(4 Slots): Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Inflict Wounds, Healing Word, Shield of Faith 2nd-Level(3 Slots): Enhance Ability, Hold Person, Silence, Spiritual Weapon 3rd-Level(3 Slots): Bestow Curse, Dispel Magic, Mass Healing Word, Spirit Guardians, Water Walk 4th-Level(3 Slots): Banishment, Death Ward, Guardian of Faith, Freedom of Movement 5th-Level(3 Slots): Flame Strike, Geas, Insect Plague, Contagion 6th-Level(2 Slots): Forbiddance, Harm, Heal, Planar Ally 7th-Level(2 Slots): Divine Word, Etherealness, Fire Storm, Regenerate 8th-Level(1 Slot): Control Weather, Antimagic Field, Earthquake The Seraph also has these Wizard Spells prepared: Cantrips(at will): Firebolt, Thunderclap 9th-Level(1 slot): True Polymorph, Shapechange Direct Channelling As a servant of God, the Seraph does not require any material components for its spells. ACTIONSMultiattack The Seraph can attack up to two time with its Blade of the Seraph, followed by up to two spells, or use Holy Flare twice. Blade of the Seraph. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 1 (5d8 + 2) Slashing + 1 (4d8) Radiant + 1 (2d10) Fire Damage. Holy Flare. Natural Weapon Attack: DC18 Dexterity Save, reach 30 ft. radius, 30 ft. radius. Hit:1(5d10) Radiant + 1(3d10) Fire Damage. Judgement of Heavenly flames (3/day). Creatures with in 60 ft. in the area must succeed on a DC 24 Dexterity saving throw or die instantly. The seraph can only do this if it's in mid air away 60 ft. or caught on its attack. Range 60 ft. REACTIONSParry. When another creature damages the Seraph with a melee attack, the Seraph can use its reaction and expend their one superiority die to reduce the damage by the number the Seraph rolls on its superiority die + its Dexterity modifier. LEGENDARY ACTIONSThe 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. Holy Flare.The Seraph uses Holy Flare.(1 Action) Hallowed Maneuvering.The Seraph moves of to half its Fly Speed and casts one spell or attacks with the Blade of Seraph(2 Actions) Reveal Hallowed Reverence.The Seraph spreads its wings in an area of 15 ft. around it. All creatures within 30 ft. of the Seraph and are looking directly at the Seraph must make a DC18 Constitution Save or be severely blinded. This blindness can only be cured through the Greater Restoration Spell. Attacks within 10 ft. of the Seraph are made with disadvantage. Those within 15 ft. of the Seraph must make a DC17 Dexterity Save or take 3d8 Bludgeoning Damage, become prone, and be forced to take a DC18 Constitution Save where upon failure they take another 3d10 Fire Damage and are burned. If the Dexterity Save is successful, they negate the damage and aren't knocked prone. If the DC18 Constitution Save is successful, the damage is halved. Those within 5 ft. of the Seraph must make a DC18 Wisdom Save or take 4d12 Radiant Damage. Half as much on a successful one.(2 Actions) |
The Seraphs are the six-winged, highest tier of angel and their power is almost on par with the gods. Seraphs rigidly follow God and their deep, passionate devotion to him formed into an insanely bright aura of divine reverence and flame. Some Seraphs are so insanely bright and hot that they need to hold back their brilliance to refrain from instantly killing mortals when they visit the mortal world. This brilliance serves as a protective barrier against magic of necrotic origins. Seraphs occasionally descend to the Mortal Realm to do errands of God. When in the Mortal Realm, Seraphs take on the form of mortal themselves. Most Seraphs despise conflict and only do battle under the most dire of circumstances, this is due to the overwhelming damage their brilliance can cause. Seraphs mainly try to reach a goal by peaceful means, they tend to do this with either words or by manipulating a mortal to fight for them and then supporting the mortal. Most heroes were mortals manipulated by a Seraph, in most stories, a hero's almost godlike abilities were most likely due to a Seraph. When a Seraph truly does battle, you know the opposing party must of done the most despicable of things and have power bordering on godhood. In battle, the Seraph no longer bothers to hold back their brilliance, those who look directly at their brilliance instantly go blind. The flames of their devotion also roar as the temperatures around them skyrocket. Seraphs wield blades forged by God himself and are able to channel their energy into their blades to strike their enemies the a holy inferno. Seraphs, being close to god, are also greatly adept at magic. The most powerful of Seraphs are so adept at casting magic to the point where they can cast 9th-level spells as cantrips. Due to their sheer power, Demons and Mortals who are sane never dare to directly challenge God himself. |
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