Tiny Fiend (Angel, Devil), Lawful Evil
Armor Class 16 natural armor
Hit Points 28 (8d4 + 8)
Speed 20 ft., Fly 60 ft.
STR
6 (-2)
DEX
18 (+4)
CON
13 (+1)
INT
16 (+3)
WIS
13 (+1)
CHA
16 (+3)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances Cold, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Celestial, Common, Infernal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Fallen Angel Sight. Magical darkness doesn't impede the seraphim's sense]darkvision[/sense].

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

Magic Weapons. The seraphim’s weapon attacks are magical.

Heart of Darkness. When the seraphim is hit with an attack that deals radiant or necrotic damage it takes no damage, and is instead healed for an amount equal to half the damage dealt. 

 

 

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.

Black Bolt. Ranged spell attack. +5 to hit, reach 5 ft, one target. Hit , range 80 feet, one target. Hit: 9 (2d8) force damage. 

Invisibility. The seraphim magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the seraphim wears or carries is invisible with it.

Wail (3/Day). The seraphim emits a horrifying wail that can be heard out to a range of 300 feet. The wail also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant: 

Wail of Madness. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) psychic damage and roll on the short term madness table. On a successful save, a creature takes half as much damage and isn’t affected by madness.

Wail of Sorrow. Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) necrotic damage on a failed save, or half as much damage on a successful one. Good creatures have disadvantage on the saving throw. Evil creatures in the cone take no damage.

Heart Sight. The seraphim touches a creature and magically knows the creature's current emotional state. If the target fails a DC 12 Charisma saving throw, the seraphim also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Monster Tags: DevilAngelShapechangerundead

Ace88

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