Medium Undead, Lawful Evil
Armor Class 17
Hit Points 202 (25d8 + 90)
Speed 30 ft., (hover) , Walk 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +8, INT +9, WIS +8, CHA +9
Damage Resistances Cold, Fire, Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Passive Perception 20
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Seraphon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Seraphon has advantage on saving throws against spells and other magical effects.

Aura of Infinite Judgment (Aura des Unendlichen Urteils). Any creature that starts its turn within 10 feet of Seraphon must succeed on a DC 18 Wisdom saving throw or take 5 (1d10) psychic damage, overwhelmed by his unending accusations.

Rejuvenation. If Archon Seraphon is destroyed, his spirit will return to the Lighthouse of Judgment, regenerating a new body in 1d10 days, unless the pervasive magic binding him to the lighthouse (his phylactery) is first broken (e.g., through the Ritual of Purification/Restoration).

Artifact Vulnerabilities. Archon Seraphon's resistances and abilities are significantly affected by the strategic use of the Feywild artifacts and blessings (see Kapitel 12 for specific effects).

Spellcasting. Archon Seraphon is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared - see seperate list!

Actions

Multiattack. Seraphon makes two attacks with his Condemning Touch or uses a spell and one Condemning Touch.

Condemning Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its speed is halved until the end of its next turn.

Chains of Justice (Recharge 5-6). Seraphon summons spectral chains. Up to two creatures within 30 feet must succeed on a DC 16 Strength saving throw or be restrained until the end of their next turn.

Bann of Justice (1/Short or Long Rest). Archon Seraphon can suppress or end one spell or magical effect within 60 feet (as Dispel Magic, with SG 18).

Legendary Actions

Legendary Actions Archon Seraphon 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. Archon Seraphon regains spent legendary actions at the start of his turn.

  • Cantrip (1 action). Seraphon casts a cantrip.
  • Move (1 action). Seraphon moves up to his speed without provoking opportunity attacks.
  • Judgment's Gaze (2 Actions). Seraphon fixes his gaze on one creature he can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and have disadvantage on its next attack roll or saving throw (Seraphon's choice).
  • Summon Minions (3 Actions, once per fight!). Seraphon summons one Verurteilter Gardist to an unoccupied space within 30 feet of him. The Gardist acts immediately after Seraphon in the initiative order.

Description

General Description Archon Seraphon is the emaciated, gaunt form of a skeletal lich, yet he radiates an immense, chilling power. His physical being is a horrifying mosaic of calcified bone and traces of dried, dark flesh, with desiccated skin remnants clinging to his face, jaw, and cheekbones. From his hollow eye sockets, piercing, cold emerald light burns with an unholy intensity. He is draped in tattered, necromantically corrupted robes that once displayed the pristine white and silver of a High Inquisitor of Tyr, now stained with grime, decay, and what appears to be dried blood. Fragments of Tyr's holy symbol – a balanced scale – are visibly broken and warped on his chest. In his bony hands, he clutches a corroded, broken set of scales, the 'Waage der Gerechtigkeit', which he holds like a sacred, yet profaned relic. Around him, tiny, luminescent fragments of souls drift and swirl like a tragic, silent choir, trapped in his eternal judgment.

Monster Characteristics Archon Seraphon is the ultimate antagonist, a brilliant scholar-priest of Tyr twisted into an embodiment of perverted justice. Imprisoned by Tyr himself for his fanatical zeal, Seraphon seeks to escape his lighthouse prison, usurp Tyr's divine authority, and enforce his own merciless judgment upon the world. He is a master of necromancy, illusion, and psychic assault, using his vast knowledge and corrupted divine power to overwhelm opponents. His abilities are designed to dissect, bind, and mentally torment, reflecting his role as an eternal, unwavering judge. He is relentless, tactical, and utterly convinced of his righteousness, even in his madness.

StorluStecher

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