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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8004364" data-attributes="member: 83242"><p>[ATTACH=full]141403[/ATTACH]</p><p>Unknown by artist unknown (at least by me)</p><p></p><p><strong><span style="font-size: 22px">Seraphim</span></strong></p><p><em>Elite Large celestial, lawful good</em></p><p>[ATTACH=full]125405[/ATTACH]</p><p><strong>Armor Class</strong> 22 (Natural Armor)</p><p><strong>Hit Points</strong> 619 ((22d10 + 198)x2; bloodied 309)</p><p><strong>Speed</strong> 50 ft., fly 180 ft.</p><p>[ATTACH=full]125406[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>27 (+8)</td><td>22 (+6)</td><td>28 (+9)</td><td>27 (+8)</td><td>28 (+9)</td><td>30 (+10)</td></tr></table><p>[ATTACH=full]125407[/ATTACH]</p><p><strong>Saving Throws</strong> Con +17, Int +16, Wis +17, Cha +18</p><p><strong>Skills</strong> Athletics +16, History +16, Insight +17, Persuasion +18, Perception +17, Religion +16</p><p><strong>Damage Resistances</strong> cold, fire, force, radiant; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities </strong>necrotic, poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, petrified, poisoned</p><p><strong>Senses </strong>truesight 300 ft., passive perception 27</p><p><strong>Languages</strong> all, telepathy 240 ft.</p><p><strong>Challenge</strong> 26 (180,000 elite XP) <strong>Proficiency Bonus</strong> +8</p><p>[ATTACH=full]125408[/ATTACH]</p><p><em><strong>Angelic Awareness.</strong></em> The seraphim cannot be surprised.</p><p></p><p><strong><em>Angelic Weapons.</em></strong> The seraphim's weapon attacks are magical. When the seraphim hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack). Additionally, its celestial spear provides a +3 bonus to hit and damage rolls (included in the attack) and returns to the seraphim's hand at will (no action required).</p><p></p><p><strong><em>Divine Awareness.</em></strong> The seraphim knows if it hears a lie.</p><p></p><p><strong><em>Divine Radiance (Mythic Trait, recharges after a short or long rest). </em></strong>If the seraphim is bloodied, it explodes in a brilliant flare of divine light and all creatures the seraphim wishes must make a DC 15 Dexterity saving throw or be blinded until the end of the seraphim's next turn. Additionally, all conditions and effects the seraphim is suffering end for it, all of its abilities recharge, and it can use elite actions.</p><p></p><p><em><strong>Divine Strikes.</strong></em> When the seraphim has advantage on an attack and both rolls are a hit, the attack scores a critical hit.</p><p></p><p><strong><em>Magic Resistance.</em></strong> The seraphim has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the seraphim has disadvantage on the attack roll.</p><p></p><p><strong><em>Unstoppable.</em></strong> At any time, requiring no action, the seraphim can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the seraphim cannot take reactions until the start of its next turn.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> The seraphim makes two melee attacks.</p><p></p><p><strong><em>Greatspear.</em></strong> Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 11) piercing plus 36 (8d8) radiant damage. Additionally, the target must make a DC 23 Dexterity or Strength saving throw or suffer one of the following effects of the seraphim's choice:</p><ul> <li data-xf-list-type="ul">The damage type is bludgeoning instead and the target is knocked prone.</li> <li data-xf-list-type="ul">The damage type is bludgeoning instead and the target is pushed 20 feet.</li> <li data-xf-list-type="ul">The damage type is slashing and the target's speed is reduced by 20 for 1 minute.</li> <li data-xf-list-type="ul">The target is restrained. While restrained in this manner the seraphim cannot use its greatspear to attack. The condition ends if the target or an adjacent creature uses an action to make a DC 26 Strength (Athletics) check.</li> <li data-xf-list-type="ul">The target cannot take reactions or bonus actions until the end of the solar's next turn.</li> </ul><p><strong><em>Slam.</em></strong> Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) bludgeoning damage, plus 27 (6d8) radiant damage. Additionally, if the seraphim chooses, the target must make a DC 23 Strength saving throw or be paralyzed until the end of its serpahim's next turn.</p><p></p><p><strong><em>Flame Strike.</em></strong> The seraphim conjures a column of divine fire that roars down from the heavens to a point the seraphim can see within 200 feet of it. Each creature in a 15-foot radius, 80-foot-high cylinder centered on the point must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.</p><p></p><p><strong>Healing Word (5/Day). </strong>The seraphim choses a creature it can see within 60 feet of it. The target magically regains 55 (10d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.</p><p></p><p><strong><em>Innate Spellcasting.</em> </strong>The seraphim's spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no components:</p><p></p><p>At will: <em>detect evil and good, dispel magic, invisibility (self only), polymorph</em></p><p>3/day each:<em> blade barrier, bless, <em>commune, control weather, </em>counterspell, dispel evil and good, planeshift, greater restoration, <em>summon celestial, </em>symbol</em></p><p>1/day each: <em>banishment, earthquake, imprisonment, meteor storm*, power word stun, <em>resurrection</em> </em></p><p></p><p>*If the seraphin uses meteror swarm, increase its CR by 1.</p><p></p><p><em><strong>Teleport.</strong></em> The seraphim magically teleports, along with any equipment it is wearing or carrying, up to 180 feet to an unoccupied space it can see.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>The seraphim 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. The seraphim regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Teleport.</strong> The seraphim uses its teleport actions</p><p><strong>Greatspear (Costs 2 Actions).</strong> If the seraphim makes two greatspear attacks.</p><p><strong>Wheel of Fire (Cost 3 Actions).</strong> The seraphim makes a disc of fire and launches at its enemies in a 240 foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 27 (8d6) fire damage plus 27 (8d6) radiant damage and be incapacitated until the end of the seraphim's next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 8th level or lower in the area ends.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>If the seraphim's elite trait is active, it can use the options below as legendary actions for 1 hour after using Divine Radiance.</p><p></p><p><strong>Globe of Protection.</strong> The seraphim creates a 10-foot radius magical sphere centered on itself or another target it can see within 120 feet of it. Creatures within the sphere take half damage from all attacks and automatically make any saves from creatures with an evil alignment until the end of the seraphim's next turn.</p><p><strong>Spellcasting (Cost 3 Actions).</strong> The seraphim casts a spell.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8004364, member: 83242"] [ATTACH type="full" alt="1627564413905.png"]141403[/ATTACH] Unknown by artist unknown (at least by me) [B][SIZE=6]Seraphim[/SIZE][/B] [I]Elite Large celestial, lawful good[/I] [ATTACH type="full" alt="1599001661150.png"]125405[/ATTACH] [B]Armor Class[/B] 22 (Natural Armor) [B]Hit Points[/B] 619 ((22d10 + 198)x2; bloodied 309) [B]Speed[/B] 50 ft., fly 180 ft. [ATTACH type="full" alt="1599001662325.png"]125406[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]27 (+8)[/TD] [TD]22 (+6)[/TD] [TD]28 (+9)[/TD] [TD]27 (+8)[/TD] [TD]28 (+9)[/TD] [TD]30 (+10)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599001663478.png"]125407[/ATTACH] [B]Saving Throws[/B] Con +17, Int +16, Wis +17, Cha +18 [B]Skills[/B] Athletics +16, History +16, Insight +17, Persuasion +18, Perception +17, Religion +16 [B]Damage Resistances[/B] cold, fire, force, radiant; bludgeoning, piercing, and slashing from nonmagical attacks [B]Damage Immunities [/B]necrotic, poison [B]Condition Immunities[/B] charmed, exhaustion, frightened, petrified, poisoned [B]Senses [/B]truesight 300 ft., passive perception 27 [B]Languages[/B] all, telepathy 240 ft. [B]Challenge[/B] 26 (180,000 elite XP) [B]Proficiency Bonus[/B] +8 [ATTACH type="full" alt="1599001664944.png"]125408[/ATTACH] [I][B]Angelic Awareness.[/B][/I] The seraphim cannot be surprised. [B][I]Angelic Weapons.[/I][/B] The seraphim's weapon attacks are magical. When the seraphim hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack). Additionally, its celestial spear provides a +3 bonus to hit and damage rolls (included in the attack) and returns to the seraphim's hand at will (no action required). [B][I]Divine Awareness.[/I][/B] The seraphim knows if it hears a lie. [B][I]Divine Radiance (Mythic Trait, recharges after a short or long rest). [/I][/B]If the seraphim is bloodied, it explodes in a brilliant flare of divine light and all creatures the seraphim wishes must make a DC 15 Dexterity saving throw or be blinded until the end of the seraphim's next turn. Additionally, all conditions and effects the seraphim is suffering end for it, all of its abilities recharge, and it can use elite actions. [I][B]Divine Strikes.[/B][/I] When the seraphim has advantage on an attack and both rolls are a hit, the attack scores a critical hit. [B][I]Magic Resistance.[/I][/B] The seraphim has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the seraphim has disadvantage on the attack roll. [B][I]Unstoppable.[/I][/B] At any time, requiring no action, the seraphim can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the seraphim cannot take reactions until the start of its next turn. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] The seraphim makes two melee attacks. [B][I]Greatspear.[/I][/B] Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 11) piercing plus 36 (8d8) radiant damage. Additionally, the target must make a DC 23 Dexterity or Strength saving throw or suffer one of the following effects of the seraphim's choice: [LIST] [*]The damage type is bludgeoning instead and the target is knocked prone. [*]The damage type is bludgeoning instead and the target is pushed 20 feet. [*]The damage type is slashing and the target's speed is reduced by 20 for 1 minute. [*]The target is restrained. While restrained in this manner the seraphim cannot use its greatspear to attack. The condition ends if the target or an adjacent creature uses an action to make a DC 26 Strength (Athletics) check. [*]The target cannot take reactions or bonus actions until the end of the solar's next turn. [/LIST] [B][I]Slam.[/I][/B] Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) bludgeoning damage, plus 27 (6d8) radiant damage. Additionally, if the seraphim chooses, the target must make a DC 23 Strength saving throw or be paralyzed until the end of its serpahim's next turn. [B][I]Flame Strike.[/I][/B] The seraphim conjures a column of divine fire that roars down from the heavens to a point the seraphim can see within 200 feet of it. Each creature in a 15-foot radius, 80-foot-high cylinder centered on the point must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. [B]Healing Word (5/Day). [/B]The seraphim choses a creature it can see within 60 feet of it. The target magically regains 55 (10d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness. [B][I]Innate Spellcasting.[/I] [/B]The seraphim's spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no components: At will: [I]detect evil and good, dispel magic, invisibility (self only), polymorph[/I] 3/day each:[I] blade barrier, bless, [I]commune, control weather, [/I]counterspell, dispel evil and good, planeshift, greater restoration, [I]summon celestial, [/I]symbol[/I] 1/day each: [I]banishment, earthquake, imprisonment, meteor storm*, power word stun, [I]resurrection[/I] [/I] *If the seraphin uses meteror swarm, increase its CR by 1. [I][B]Teleport.[/B][/I] The seraphim magically teleports, along with any equipment it is wearing or carrying, up to 180 feet to an unoccupied space it can see. [B][U]LEGENDARY ACTIONS[/U][/B] The seraphim 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. The seraphim regains spent legendary actions at the start of its turn. [B]Teleport.[/B] The seraphim uses its teleport actions [B]Greatspear (Costs 2 Actions).[/B] If the seraphim makes two greatspear attacks. [B]Wheel of Fire (Cost 3 Actions).[/B] The seraphim makes a disc of fire and launches at its enemies in a 240 foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 27 (8d6) fire damage plus 27 (8d6) radiant damage and be incapacitated until the end of the seraphim's next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 8th level or lower in the area ends. [B][U]ELITE ACTIONS[/U][/B] If the seraphim's elite trait is active, it can use the options below as legendary actions for 1 hour after using Divine Radiance. [B]Globe of Protection.[/B] The seraphim creates a 10-foot radius magical sphere centered on itself or another target it can see within 120 feet of it. Creatures within the sphere take half damage from all attacks and automatically make any saves from creatures with an evil alignment until the end of the seraphim's next turn. [B]Spellcasting (Cost 3 Actions).[/B] The seraphim casts a spell. [/QUOTE]
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