Gargantuan Aberration, Neutral
Armor Class 18
Hit Points 325 (20d20)
Speed 50 ft.
STR
18 (+4)
DEX
26 (+8)
CON
22 (+6)
INT
25 (+7)
WIS
30 (+10)
CHA
20 (+5)
Saving Throws DEX +17, INT +16, WIS +19
Skills History +16, Stealth +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Truesight, Passive Perception 24
Languages Abyssal, Celestial, Common, Deep Speech, Infernal, Sylvan
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the Phantom Seraph fails a saving throw, it can choose to succeed instead.

Mirage Dust:
 The Phantom Seraph drops silvery dust from its Fey wings that creates an illusion as it flies. This illusion can manifest as a Titan, an oceanic Leviathan or a similar Gargantuan creature. Perceiving the true form of the Seraph requires a Perception, Investigation or Arcana check against its spell save DC 24. 

Shifting Wings: The Phantom Seraph has 5 unique sets of wings, representing each of the 5 major planes (The Shiftweave, The Feywild, The Celestial Sea, The Shadowfell and The Infernal Abyss). It has a flying speed of 150 ft, but cannot walk.

Spellcasting. The Phantom Seraph has innate spellcasting ability, and uses Wisdom (spell save DC 24, +16 to hit with spell attacks) as its spellcasting ability. The Phantom Seraph has following spells prepared:
At will: Minor Illusion, Thaumaturgy, Telepathy, Plane Shift (self)
Spells: 
5/day: Major Image, Pass Without Trace
3/day: Synaptic Static, True Seeing
1/day: Foresight, Reality Break

Actions

Multiattack. The Phantom Seraph makes 5 Wing Bash attacks, each from a separate pair of wings. 

Wing Bash: Shiftweave. Melee Attack: +14 to hit, reach 20 ft., 1 target. Hit: 10 (2d6 + 4) Bludgeoning damage. Doubled in the Shiftweave. 

Wing Bash: Feywild. Melee Attack: +14 to hit, reach 20 ft., 1 target. Hit: 10 (2d6 + 4) Psychic damage. Doubled in the Feywild.

Wing Bash: Celestial Sea. Melee Attack: +14 to hit, reach 20 ft., 1 target. Hit: 10 (2d6 + 4) Radiant damage. Doubled in the Celestial Sea.

Wing Bash: Shadowfell. Melee Attack: +14 to hit, reach 20 ft., 1 target. Hit: 10 (2d6 + 4) Necrotic damage. Doubled in the Shadowfell.

Wing Bash: Infernal Abyss. Melee Attack: +14 to hit, reach 20 ft., 1 target. Hit: # (2d6 + 4) Slashing damage. Doubled in the Infernal Abyss.

Cosmic Pulse: Ranged Spell Attack: +16 to hit, reach 60/180ft. The Phantom Seraph lets out a pulse of celestial energy in a target direction. Each enemy it passes through takes 9 (3d6) Radiant damage and has its movement speed reduced by 15ft. 

Bonus Actions

Wingbeat. When the Phantom Seraph makes an Attack with one of its wings of one type, at the cost of a bonus action it can immediately make another attack with the other wing of the same type. 

Legendary Actions

The Phantom Seraph can take 3 Legendary Actions, from the list below. The Seraph can only take one Legendary Action at a time and only at the end of another creature's turn. The Seraph regains spent actions at the start of each turn.

  • Echo Shift. The Seraph teleports up to 60 feet and becomes invisible until the start of its next turn.
  • Planar Banishment. The Phantom Seraph banishes one enemy to another plane (save DC 24) (roll d4) until the end of its next turn. 
  • Divebomb (Costs 2 Actions). The Phantom Seraph zips past at blinding speeds, moving a number of feet equal to its Flying Speed. Where it lands, all creatures in a 25ft sphere must make a DEX saving throw (DC 20) or take 34 (5d12+4) Bludgeoning damage.
  • Cosmic Glimpse (Costs 2 Actions). The Phantom Seraph casts the Feeblemind spell (DC 24) on any enemy that attacked the Seraph on its last turn. 
Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Phantom Seraph is a gargantuan celestial-aberration said to be the incarnate will of Callynyx, a former astral deity who sacrificed his form to maintain harmony among the five great planes. With five massive, radiant wings—each humming with the resonance of a different plane—it drifts through planar skies like a living constant in a shifting equation. Where it goes, reality frays, trembles, and recalibrates.

Silvery dust trails in its wake, occluding its presence and warping mortal perception. Those who approach it do not see the Seraph itself, but rather a vision of archetypal fear: a pit fiend in the Abyss, a leviathan in the Celestial Sea, a shadow titan in the Fell. This is not illusion but a form of cosmic insulation—mortal minds are simply not constructed to behold the Seraph's harmonic structure without unraveling. Only the most lucid, or the most broken, have glimpsed its true form.

The Seraph does not seek conflict, but when provoked, its responses are terrifying and precise—never acts of wrath, but recalibrations, like a tuning fork striking a dissonant string. It is a guardian, not a god, enforcing balance in a system no longer stable. 

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.

DaevRiurren

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