Medium Celestial, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft., Fly 90 ft.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
16 (+3)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws WIS +8, CHA +9
Skills Acrobatics +9, Insight +9, Perception +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 14
Languages All, Telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Corrupted Angelic Weapons. The seraph's weapons are magical. When the seraph hits with any weapon, the weapon deals an extra 2d8 necrotic damage and the target must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn (included in the attack).

Innate Spellcasting. The seraph's spellcasting ability is Charisma (spell save DC 17). The seraph can innately cast the following spells, requiring only verbal components.

At will: animate dead, bane
2/day each: blight, confusion
1/day each: destructive wave (necrotic only)

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

Actions

Multiattack. The seraph makes two melee attacks, only one of which can be a decaying touch.

Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage and the target must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn.

Barrage of Feathers. Ranged Weapon Attack: +9 to hit, reach 30/90 ft., one target. Hit: 18 (4d8) piercing damage and 18 (4d8) necrotic damage.

Decaying Touch (3/Day). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 40 (8d8 + 4) necrotic damage.

Corrupting Palm (1/Day). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage and the target must succeed on a DC 17 Wisdom saving throw or become magically charmed.

While the target is charmed in this way, a blackened halo appears over its head and causes its eyes to glow with frenzied hatred. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature within range that the seraph chooses mentally. At the end of the charmed creatures turns, or whenever that creature takes damage, it may repeat this saving throw. On a success, this effect ends.

Description

Credit to: Nerzugal's Dungeon's Master Toolkit 2

The seraph has an immense set of wings for their size and these wings are one of their most powerful tools in combat. The seraphs feathers are as strong as steel and the angel can launch a barrage of razor sharp feathers at enemies at will, as they feather regrow nearly instantly as long as the seraph lives. Now this divine creature’s once glorious feathers are stained red with the blood of innocents. With a single touch of its corrupted palm, it can infect a creature with its vile charm and cause it to lose all volition. That creature sprouts a black halo and will strike down its own allies, the bloodwing seraph smiling gleefully all the while as it impales the righteous with its immense glaive.

Monster Tags: Angel

yuna_tuna

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