Gargantuan Celestial (Angel), Lawful Neutral
Armor Class 25 Aura
Hit Points 735 (30d20 + 300)
Speed 400 ft.
STR
25 (+7)
DEX
15 (+2)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +15, DEX +10, CON +18, INT +18, WIS +18, CHA +18
Skills Insight +40
Damage Resistances Piercing, Thunder, Damage from Spells
Damage Immunities Acid, Necrotic, Psychic, Radiant
Senses Truesight, Passive Perception 400
Languages Abyssal and Celestial
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

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

Actions

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

Reactions

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

Legendary Actions

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.

Mythic 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
10/1/2024 1:44:13 AM
3
1
5e
Coming Soon

Monster Tags: Angel

RikoFujita

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