Medium Celestial (Angel), Lawful Good
Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +15, WIS +15, CHA +18
Skills Perception +14
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 26 (90,000 XP)
Proficiency Bonus +8
Traits

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.

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)

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

1/day each: commune, control weather

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 of 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.

Description

Seraphim, the Holiest of the Celestials

In the infinite expanse of celestial majesty, beings of immense power tread upon the border of the mortal and divine realms. One such entity, the Seraph, carries a reputation as awe-inspiring as its presence, serving as a glorious and dreadful harbinger of divine will.

Possessing a figure of radiant splendor, the Seraph stands as an embodiment of resplendent grace and raw power. Each of its movements exudes an elegant cadence, revealing the intricacy of its heavenly origin. Draped in the luminosity of the divine, its natural armor gleams with an ethereal luster that turns even the deadliest weapons mundane.

Beneath this armor, the Seraph's sinew and flesh are honed by celestial forces, their vitality insurmountable, their strength overwhelming. A weave of divine energies empowers its constitution, fortifying its form against the insidious touch of necrosis and poison. This, coupled with a mind sharp and wise, makes the Seraph an opponent of incomparable tenacity and intelligence.

Residing beneath the Seraph's blinding wings is a visage of such divine terror and beauty that few mortals can behold without being shaken to their core. To look upon this face is to know the heavens' grandeur and the frailty of one's mortal shell. Hidden behind the feathery veil, its countenance remains a forbidden mystery, revealed only to those judged worthy or damned.

In battle, the Seraph is an agent of divine retribution, its weapons charged with the fires of judgment. Its greatsword dances with every stroke, leaving trails of celestial flames in its wake, while its longbow delivers death from a distance, striking with unfailing precision. It wields these with a martial prowess that reflects both its strength and dexterity, an affirmation of the martial facet of its divine station.

Yet, the Seraph's might extends beyond the physical realm. It is a creature steeped in divine magic, capable of casting powerful spells drawn from the very essence of its celestial origin. From simple detections of good and evil to the power of resurrection, its magic is as varied as it is formidable. At its command, the weather itself can change, and unseen barriers of blades appear.

Perhaps most striking of all is its ability to walk upon the mortal realm. When it deigns to tread the ground, it shakes the earth, inciting quakes that bear testament to its otherworldly presence. And when it takes to the air, it can call down a rain of brimstone, scorching an area as vast as its judgment.

A Seraph, then, is not just a creature—it is a celestial event, a heavenly spectacle that intertwines awe and dread. It is a testament to the power of the divine, a reminder of the grand scheme in which mortals are but a small part. It stands as both a beacon of hope for the righteous and a symbol of fear for the wicked, a celestial paragon in the grand theater of existence.

Ephemeral Divinity

Ah, the ephemeral nature of the Seraph! It is, indeed, a fascinating and poignant aspect of their celestial existence. Despite their awe-inspiring power and majesty, they are, at their core, impermanent. They are celestial echoes, manifestations of divine will, who exist to perform missions decreed by the deities that conjured them.

Their arrival on the mortal plane is always a significant event, a divine spectacle heralding momentous change. They move with a purpose, their actions always echoing the divine intent of their creation. Every word they utter, every spell they weave, and every enemy they vanquish is part of a grand design, the unfolding of a heavenly script.

And yet, for all their might and grandeur, once their task is complete, they simply... cease to be. They fade away, their divine energy returning to the celestial planes, leaving behind naught but the profound impact of their presence and the fulfillment of their divine mandate.

But such is not an end for them, for the essence of a Seraph is timeless. Their personalities, their memories, are preserved within the divine realms, ready to be invoked once again when a deity wills it. It's a cycle of celestial birth and rebirth, a symphony of existence and non-existence.

Thus, a Seraph's life is a series of moments, a succession of missions, woven into the tapestry of divine intent. They are threads of divine consciousness, loomed and un-loomed in the grand tapestry of reality as needed. Their lives, while ephemeral, hold a purpose that transcends the mortal understanding of time and existence.

In this way, the Seraph's existence is a poignant reflection of divine mystery and grandeur, an exquisite dance of celestial power between manifestation and remission. A testament to the paradox that something so potent, so consequential, can be simultaneously temporary and eternal.

Using the Seraph for Mythic Encounter

To construct a Mythic Encounter with a Seraph, it's essential to consider the narrative implications first. The Seraph is a divine agent, not a creature that appears without purpose. It arrives to accomplish a mission on behalf of its deity. Thus, a Mythic Encounter with a Seraph could represent a climactic confrontation with the divine.

  1. Setup: Establish the narrative context of the Seraph's mission. The players could be drawn into a cosmic conflict involving the Seraph's deity, or they might have crossed paths with it in their quest. Remember, confronting a Seraph should be a memorable moment, the culmination of a significant story arc.

  2. First Phase: During the first phase of the fight, the Seraph uses its divine abilities to test the mettle of the heroes. It uses its multiattack to strike with its greatsword and longbow, resorting to spells when necessary. The Reveal Face reaction can serve as a frightful deterrence for those who seek to overwhelm the Seraph.

  3. Mythic Transition: When it is appropriate (perhaps after the Seraph is reduced to a certain number of hit points), the Seraph activates its Mythic Trait, Walk Upon the Ground. This moment represents a significant shift in the battle and the narrative. You can read or paraphrase the following to your players, or invent something that suits the narrative you've crafted.

    As the battle rages on, the Seraph halts, an otherworldly serenity washing over its celestial countenance. An ethereal wind stirs around it, stirring its blinding wings as its body begins to descend. The divine entity's feet, obscured by radiant plumage, touch the ground. The moment they do, the earth beneath shudders, as if unable to bear the weight of divine presence. A thunderous quake roils outwards, centered on the Seraph, shaking the battlefield as the very ground rebels against its divine tread. The air vibrates with celestial energy as the Seraph takes on a terrifying new aspect, its power surging with renewed intensity. The world itself seems to hold its breath, the scales of the conflict tilting perilously. The Seraph has walked upon the ground, and reality trembles in response.

  4. Second Phase: The second phase of the fight represents the unleashing of the Seraph's full celestial power. Its aura of divine retribution is palpable, and it uses the Rain of Brimstone Mythic Action to sow destruction on the battlefield. The players will need to be creative, resourceful, and strategic to overcome this renewed divine onslaught.

Remember, a Mythic Encounter with a Seraph is more than a battle; it is a narrative climax. It should leave a lasting impact on the characters and the campaign world. Use it to create moments of awe, dread, and heroism that your players will remember for a long time.

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Monster Tags: Angel

gamemasterbeas

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