Gargantuan Celestial (Angel, Devil), Lawful Evil
Armor Class 22 natural armor
Hit Points 280 (14d12 + 140)
Speed 40 ft., Fly 30 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
18 (+4)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws STR +16, DEX +13, CON +15, INT +13, WIS +14, CHA +16
Damage Resistances Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Frightened, Grappled, Stunned
Senses Passive Perception 21
Languages Celestial, Infernal, Common, and Abyssal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Divine Dichotomy.

Trait Description: This creature embodies the essence of both celestial and infernal powers, creating a unique and formidable presence.

Mechanics:

  1. Celestial Light: The offspring can channel radiant energy to heal allies or harm foes. As an action, they can cast the "Healing Word" or "Guiding Bolt" spell once per long rest without expending a spell slot.

  2. Infernal Flame: The offspring can summon hellfire to unleash destructive force. As an action, they can cast the "Hellish Rebuke" or "Burning Hands" spell once per long rest without expending a spell slot.

  3. Moral Ambiguity: This creature's alignment is fluid, allowing them to resist spells or effects that specifically target good or evil creatures. They have advantage on saving throws against effects that would charm, frighten, or otherwise control their actions based on alignment.

  4. Wings of Duality: The offspring possesses a pair of wings, one angelic and one demonic, granting them a flying speed of 30 feet. They can use these wings for a total of 10 minutes per long rest, which can be divided into shorter increments.

  5. Aura of Contradiction: This creature emits an aura that reflects their dual nature. Allies within 10 feet gain resistance to either radiant or fire damage (chosen when this trait is used), while enemies within the same range must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or become frightened for 1 minute. The aura can be activated once per long rest and lasts for 1 minute.

Abyssal Seraph

Spellcasting. The Abyssal Seraph is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Abyssal Seraph has the following cleric and sorcerer spells prepared:

Cantrips (at will):
Cleric: Light, Sacred Flame
Sorcerer: Fire Bolt, Mage Hand

1st level (4 slots):
Cleric: Cure Wounds, Shield of Faith
Sorcerer: Burning Hands, Magic Missile

2nd level (3 slots):
Cleric: Lesser Restoration, Spiritual Weapon
Sorcerer: Scorching Ray, Misty Step

3rd level (3 slots):
Cleric: Beacon of Hope, Dispel Magic
Sorcerer: Fireball, Counterspell

4th level (3 slots):
Cleric: Guardian of Faith, Banishment
Sorcerer: Wall of Fire, Greater Invisibility

5th level (2 slots):
Cleric: Flame Strike, Mass Cure Wounds
Sorcerer: Cone of Cold, Teleportation Circle

 
Actions

Celestial Inferno Blade.

Weapon (long sword), legendary (requires attunement)

This elegant weapon is forged from celestial steel and imbued with infernal fire. The blade shimmers with a radiant glow while emanating a faint heat.

Magic Weapon: The Celestial Inferno Blade is a magic weapon that grants a +2 bonus to attack and damage rolls made with it.

Radiant Slash: When you hit a creature with this weapon, the target takes an extra 2d8 radiant damage.

Infernal Flames: As a bonus action, you can cause flames to erupt from the blade. The flames last for 1 minute. While the blade is ablaze, it deals an extra 2d8 fire damage on a hit. Once used, this ability can't be used again until you finish a long rest.

Celestial Healing: As an action, you can plant the blade into the ground to release a burst of healing energy. You and all friendly creatures within 30 feet regain 4d8 hit points. Once used, this ability can't be used again until you finish a long rest.

Divine Rebuke: If you are hit by a melee attack while wielding this weapon, you can use your reaction to deal 2d8 radiant damage and 2d8 fire damage to the attacker. Once used, this ability can't be used again until you finish a short or long rest.

Appearance: The blade is etched with celestial runes that glow faintly, and the hilt is adorned with a mix of angelic and demonic symbols. When activated, the flames dance along the blade's surface without damaging the wielder.

Blazing Light.

Ranged Spell Attack: +9 to hit, range 120 ft., one target.

Hit: 4d8 radiant damage and 4d8 fire damage.

Description: The Abyssal Seraph conjures a searing bolt of radiant and infernal energy, hurling it toward a target. The bolt combines the blinding brilliance of celestial light with the scorching heat of infernal flames.

Special Feature:

  • If the target is a fiend or undead, the radiant damage dealt is doubled.
  • If the target is a celestial or fey, the fire damage dealt is doubled.

 

.

Bonus Actions

Bonus Actions

Fiery Wings (Recharge 5-6): The Abyssal Seraph can use a bonus action to activate its wings of duality. For the next 10 minutes, the Abyssal Seraph gains a flying speed of 30 feet. This time can be divided into shorter increments, and once this ability is used, it cannot be used again until it recharges.

Infernal Flames: As a bonus action, the Abyssal Seraph can cause its Celestial Inferno Blade to erupt in flames. The flames last for 1 minute. While the blade is ablaze, it deals an extra 2d8 fire damage on a hit. Once used, this ability can't be used again until the Abyssal Seraph finishes a long rest.

Healing Light: The Abyssal Seraph can use a bonus action to cast the spell Healing Word without expending a spell slot. This ability can be used once per long rest.

Celestial Shield: The Abyssal Seraph can use a bonus action to grant itself a shield of radiant light. Until the start of its next turn, it gains a +2 bonus to AC and resistance to all damage from attacks made by evil-aligned creatures. This ability can be used once per short or long rest.

Reactions

Divine Retribution.

Reaction: When the Abyssal Seraph's hit points are reduced to half or below for the first time in combat, it can use its reaction to unleash a powerful burst of celestial and infernal energy.

Effect:

  • All creatures of the Abyssal Seraph's choice within 30 feet must make a DC 17 Dexterity saving throw.
  • On a failed save, a creature takes 4d8 radiant damage and 4d8 fire damage, and is blinded until the end of its next turn.
  • On a successful save, a creature takes half as much damage and is not blinded.

Description: As the Abyssal Seraph's vitality wanes, it channels the full fury of its dual nature, releasing a devastating burst of energy that punishes its foes and turns the tide of battle.

Legendary Actions

Legendary Actions

The Abyssal 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 Abyssal Seraph regains spent legendary actions at the start of its turn.

1. Celestial Slash (Costs 1 Action): The Abyssal Seraph makes a melee attack with its Celestial Inferno Blade. On a hit, the attack deals its normal damage plus an additional 1d8 radiant damage.

2. Infernal Burst (Costs 1 Action): The Abyssal Seraph releases a burst of infernal flames in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and is set ablaze, taking an additional 1d8 fire damage at the start of its next turn. On a successful save, the creature takes half damage and is not set ablaze.

3. Radiant Shield (Costs 2 Actions): The Abyssal Seraph creates a protective shield of radiant energy around itself. Until the start of its next turn, it gains a +3 bonus to AC and has advantage on saving throws against spells and other magical effects.

4. Divine Retribution (Costs 3 Actions): The Abyssal Seraph triggers its Divine Retribution reaction immediately, dealing 4d8 radiant damage and 4d8 fire damage to all enemies within 30 feet who fail a Dexterity saving throw (DC 17). Affected enemies are also blinded until the end of their next turn. This action can only be used if the Abyssal Seraph's hit points have dropped to half or below.

Mythic Actions

Mythic Actions

When the Abyssal Seraph is reduced to 0 hit points, it can use its mythic power to temporarily evade death and unleash its ultimate abilities. The Abyssal Seraph can take 3 mythic actions, choosing from the options below. Only one mythic action can be used at a time and only on the Abyssal Seraph’s turn. Once used, a mythic action cannot be used again until the Abyssal Seraph finishes a long rest.

1. Celestial Inferno (Costs 1 Action): The Abyssal Seraph channels its celestial and infernal energies to release a cataclysmic wave of power. Each creature within 30 feet must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 6d8 radiant damage and 6d8 fire damage, and is stunned until the end of its next turn. On a successful save, the creature takes half damage and is not stunned.

2. Angelic Resurgence (Costs 1 Action): The Abyssal Seraph uses its mythic power to briefly recover its strength. It regains 50 hit points and can immediately use one of its legendary actions without expending it. This ability can only be used once per long rest.

3. Infernal Cataclysm (Costs 2 Actions): The Abyssal Seraph summons a massive eruption of infernal flames centered on itself. Each creature within 20 feet must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 8d8 fire damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.

4. Divine Judgment (Costs 3 Actions): The Abyssal Seraph invokes a powerful divine judgment. It casts the spell Meteor Swarm centered on itself, with the following modifications:

  • The meteor swarm is composed of both radiant and fire meteors. Each meteor deals 6d6 radiant damage and 6d6 fire damage on a hit.
  • The Abyssal Seraph is unaffected by the spell's area of effect and can choose to exclude itself from the damage.

Description

Abyssal Seraph

Description: The Abyssal Seraph is a breathtaking yet terrifying fusion of celestial and infernal lineage. Standing tall with an imposing presence, this creature exudes an aura of both divine grace and hellish menace. Its body is a perfect blend of angelic and demonic traits, with one half radiating a soft, holy light, and the other flickering with dark, infernal flames.

The Abyssal Seraph's eyes are a striking contrast—one glowing with the pure, serene light of the heavens, and the other burning with the malevolent fire of the abyss. Its skin is smooth and shimmering like polished silver on one side, and dark and cracked like cooled lava on the other.

A pair of magnificent wings extends from its back, one side resembling the pure, white feathers of an angel, while the other is formed of leathery, bat-like wings wreathed in a fiery glow. When spread wide, these wings create an awe-inspiring and intimidating silhouette.

The Abyssal Seraph wields the Celestial Inferno Blade, a long sword that combines celestial steel and infernal fire, reflecting its dual heritage. The weapon's blade is etched with celestial runes that glow faintly, while the hilt is adorned with a mix of angelic and demonic symbols.

Despite its fearsome appearance, the Abyssal Seraph embodies the complex balance of good and evil, light and dark. It moves with an elegance that belies its raw power, and its presence on the battlefield is both a beacon of hope and a harbinger of doom.

Abilities and Traits

Divine Dichotomy: The Abyssal Seraph can channel both radiant and infernal energies, healing allies or unleashing devastating attacks.

Celestial Light and Infernal Flames: The Abyssal Seraph can cast cleric and sorcerer spells, combining the healing light of the heavens with the destructive flames of the abyss.

Blazing Light:The Abyssal Seraph can launch a searing bolt of radiant and infernal energy at its enemies, dealing significant damage from a distance.

Divine Retribution: When its health is reduced to half or below, the Abyssal Seraph can unleash a powerful burst of celestial and infernal energy, damaging and blinding its foes.

Celestial Inferno Blade: The Abyssal Seraph wields a legendary long sword that deals additional radiant and fire damage, can erupt in flames, and can heal allies with a burst of energy.

Appearance: The Abyssal Seraph's dual nature is evident in its striking physical features, from its contrasting eyes and wings to its radiant and infernal aura. This creature is a living embodiment of the balance between light and dark, good and evil, making it a formidable and complex opponent.

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2024 2:30:56 AM
1
0
5
Coming Soon

Monster Tags: DevilAngel

happywond

Comments

Posts Quoted:
Reply
Clear All Quotes