Large Celestial, Typically Lawful Good
Armor Class 19 Natural
Hit Points 210 (20d10 + 100)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +10, CON +10, WIS +9, CHA +11
Skills Insight +9, Perception +9
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft, Passive Perception 19
Languages All All languages
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Divine Aura: The celestial seraphim sheds bright light in a 30-foot radius and dim light for an
additional 30 feet. All friendly creatures within the bright light have advantage on saving throws
against spells and other magical effects.

Ethereal Movement: The celestial seraphim can move through other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Radiant Burst (Recharge 5-6): The celestial seraphim releases a burst of radiant energy. Each creature
within a 20-foot radius of the celestial seraphim must make a DC 18 Dexterity saving throw, taking 45
(13d6) radiant damage on a failed save, or half as much damage on a successful one.

Radiant Nova (Recharge 6): The celestial seraphim channels radiant energy, causing a massive explosion.
Each creature within a 30-foot radius of the celestial seraphim must make a DC 18 Constitution saving throw,
taking 55 (10d10) radiant damage and 55 (10d10) force damage on a failed save, or half as much damage on
a successful one.

 

Actions

Divine Presence: The celestial seraphim can use its action to unleash a wave of divine energy. Each
creature of its choice within 30 feet must make a DC 18 Wisdom saving throw, taking 35 (10d6) radiant
damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail
the saving throw are blinded until the end of their next turn.

Multiattack: The celestial seraphim makes two Divine Spear attacks.

Divine Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 20 (3d8 + 7) [radiant] damage. 

Bonus Actions

Radiant Wings: The celestial seraphim can use its bonus action to manifest radiant wings, granting
it a flying speed of 60 feet until the start of its next turn.

Healing Light: As a bonus action, the celestial seraphim can heal itself or another creature it can see
within 60 feet, restoring 5d10 + 10 hit points. It can use this ability three times, and it regains
expended uses after finishing a long rest.

Reactions

Reaction Name. Enter the description for your action.

Description

The Celestial Seraphim soars majestically through the heavens, its radiant wings spreading wide and casting a brilliant glow upon all who behold its divine presence. Bathed in celestial light, its ethereal form emanates an aura of peace and serenity, embodying the purest embodiment of celestial grace and power.

NionTheDruid12inch

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