True Judgemental Blade. Every Melee Attack does an additional 2d6 Radiant Damage
All Knowing Eye and Soul. The Seraphim knows all truth and can see through any illusions
Without Form in The Eyes of The Lord. The Seraphim does not need materials to cast and can cast abilities with no concentration or delay.
I Deny this Moment. The Seraphim can deny any offensive 8th or 9th level spells at will
The Lord Provides Freedom. Whenever the Seraphim is grappled or restrained she gains 2d10 health back
The Lord Blesses the Pure. Whenever the Seraphim is attacked with Radiant Damage she is healed for the amount dealt
May The Lords Cup Runneth Over. There is no need for spell slots for the Seraphim, she casts any spell she wants.
Spellcasting. The Seraphim is a 11th-level spellcaster. Its spellcasting ability is Intelligence (Dc26). The Seraphim has following Wizard and Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Create Bonfire, Mage Hand, and Light
1st level: Unseen Servant, Witch Bolt, Hex, Charm Person, and Magic Missile
2nd Level: Flaming Sphere, Ray of Enfeeblement, Spray of Cards, Dust Devil, and Shatter
3rd Level: Fireball, Lightning Bolt, Counter spell, Dispell Magic, Fear, Summon Shadowspawn, Summon Undead, and Remove Curse
4th Level: Blight, Wall of Fire, Sickening Radiance, Summon Aberration, Summon Greater Demon, Evard's Black Tentacles, and Ice Storm
5th Level: Dream, Negative Energy Flood, Immolation, Infernal Calling, Cloudkill, Mislead, and Modify Memory
6th Level: Gravity Fissure, Summon Fiend, Eyebite, Sunbeam, Scatter, Chain Lightning, and Disintegrate
7th Level: Crown of Stars, Delayed Blast Fireball, Power Word: Pain, Finger of Death, and Mordenkainen's Sword
8th Level: Sun Burst, Reality Break, Mind Blank, Dominate Monster, Antimagic field, Power Word: Stun, and Incendiary Cloud
9th Level: Blade of Disaster, Power Word: Kill, Time Stop, Meteor Swarm, Ravenous Void, Wish, and Power Word: Grief
Hateful Looking Eye. The Seraphim looks at the enemies and forces each player to do a DC17 Charisma Check or Take 4d10 Radiant Damage
Forever Light Spear. The Seraphim Spawns a Holy Demon Slaying Spear
Demon Slaying Spear Stab. The Seraphim Launches the spear at an enemy dealing 2d10 Piercing Damage and 1d10 Radiant Damage if the enemy is impure.
Wide Sweep. The Seraphim Swipes the Spear over a 50ft Cone of 180 Degrees dealing 2d10 Slashing Damage and 1d6 Radiant Damage if the Enemy is impure
Holy Star Bolt. The Seraphim launches a bolt of pure moonlight dealing 2d10 Cold Damage, 1d10 Radiant Damage, and 1d10 Piercing Damage
Moonlight Slash. The Seraphim unleashes a large slash covering 200ft in an 180 degree cone, dealing 1d10 Radiant and Cold Damage and makes the enemy fall Prone
I Deny This Motive (3/day). A communication between enemy party members can be denied or changed.
An Ever Blissful Cup. The Seraphim can Deny the Cantrips Eldritch Blast and Create Bonfire at will but sacrifices 5 hp per Denied Cantrip
The Seraphim can sacrifice actions to cast one of these abilities as a bonus action
On the first day, Grant All Light and All Darkness (Cost 1 Action). All Enemies Take 5d6 Radiant and Necrotic Damage or succeed a DC14 Wisdom Check
On the Second Day, Grant Sky and Sea (Cost 1 Action). All enemies take 3d6 Piercing, Bludgeoning, Slashing and Force Damage or Succeed a DC14 Dexterity Check
On the Third Day, Grant World (Cost 1 Action). All Enemies take 4d10 Force Damage or Succeed a DC15 Constitution Check
On the Fourth Day, Grant Sun and Moon (Cost 1 Action). All Enemies Take 3d10 Fire and Force Damage
On the Fifth Day, Grant Primordial Life (Costs 2 Actions). The Seraphim Conjures Celestial Being with A challenge Rating of 10 or Lower
On the Sixth Day, Grant Modern Life (Costs 3 Actions). The Seraphim Creates 2 Aberrations of challenge rating 7 or Below
On the Seventh Day, Summon Unity (Costs 5 Actions). The Seraphim heals herself of all damage she was dealt while casting these legendary actions.
The Seraphim can sacrifice health points or actions to cast one of these abilities as a bonus action
Death Lightning Bolt (Costs 2 Actions or 10HP). The Seraphim releases a black lightning bolt that deals 15d6 Necrotic Damage and is Unaffected by defenses
Magnum Opus: True Judgement of The Seraphim (Costs 3 actions or 20HP). The Seraphim Summons blades above everybody's heads and will descend when the target attacks dealing 5d20 Radiant Damage and 5d6 Necrotic Damage
Divine Intervention (Costs 1 action or 10hp). The Seraphim can redirect an attack to one of the attackers allies or themself which deals full damage and 1d10 Radiant Damage
Closure of a Dream (Costs All Actions). The Seraphim closes the Dream and Wins the Fight automatically.
Karsus' Avatar (Costs 4 Actions). The Seraphim bends reality to her will and does whatever she wants
Description
A timeless angel that has seen the world be birthed and will see it die, it is the lords right hand lady. She is the Judge of all who face her Lord in mind and soul, her wings are as large as entire towns and her eye see's all and knows all. No one can escape her gaze and each eye judges and banishes those who are deemed impure and the lord.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/1/2024 1:44:13 AM
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3
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1
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5e
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Coming Soon
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