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Epic Monsters: Seraph
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<blockquote data-quote="Mike Myler" data-source="post: 8223763" data-attributes="member: 6726030"><p>Not all celestial creatures are pretty faces and today on <a href="https://www.enworld.org/wiki/mythological_figures/" target="_blank"><em>Epic Monsters</em></a> we’re cracking into one of the weirder ones: the six-winged <strong>seraph</strong>!</p><p>[PRBREAK][/PRBREAK]</p><p>[ATTACH=full]134234[/ATTACH]</p><p></p><p>Also known as a saraph, in Christian angelology the seraphim have the highest rank, they’re in the middle in Judaism, and only rarely appear in Islam. These six-winged angels fly around the Throne of God crying "holy, holy, holy" in a cycle of self-nullification as they ascend to the heights of the heavens for revelations, fall in the immensity of what they learn, and ascend anew in a perpetual, tireless, energetic existence.</p><p></p><p><strong><em>Design Notes:</em></strong> These are pretty freaky and hard not to like. There’s an emphasis on their quickness in the lore so the seraph here has extra reactions for Uncanny Dodges and a high AC without need for natural armor (technically a 17 when you count in Magic Resistance). Otherwise to represent the whole knowledge of god’s immensity bit we’re hanging their proverbial hat on some Intelligence-boosted Divine Knowledge, frequent uses of <em>commune</em>, and when that fails component-less <em>legend lore</em>. Let’s do the numbers! The DMG comes in at an even 12 and the <a href="http://blogofholding.com/?p=7338" target="_blank">Blog of Holding</a> at 12.6, so we can tag this agile angel at Challenge Rating 12 albeit with a touch of trepidation—this one is definitely a sleeper in the stats department.</p><p></p><h2><strong>Seraph</strong></h2><p><em>Large celestial, lawful good</em></p><p><strong>Armor Class</strong> 15</p><p><strong>Hit Points </strong>133 (14d10+56)</p><p><strong>Speed </strong>20 ft., fly 120 ft.</p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>STR</strong></p> </td><td><p style="text-align: center"><strong>DEX</strong></p> </td><td><p style="text-align: center"><strong>CON</strong></p> </td><td><p style="text-align: center"><strong>INT</strong></p> </td><td><p style="text-align: center"><strong>WIS</strong></p> </td><td><p style="text-align: center"><strong>CHA</strong></p> </td></tr><tr><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">20 (+5)</p> </td><td><p style="text-align: center">19 (+4)</p> </td><td><p style="text-align: center">17 (+3)</p> </td><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">15 (+2)</p> </td></tr></table><p><strong>Saving Throws </strong>Dex +9, Con +8, Wis +6</p><p><strong>Skills </strong>Perception +6, Religion +7</p><p><strong>Damage Vulnerabilities </strong>psychic</p><p><strong>Damage Resistances </strong>cold; bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Damage Immunities </strong>fire</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened</p><p><strong>Senses </strong>truesight 120 ft., passive Perception 16</p><p><strong>Languages </strong>Celestial</p><p><strong>Challenge </strong>12 (8,400 XP)</p><p></p><p><strong><em>Angelic Weapons.</em></strong> The seraph’s weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra 10 (3d6) radiant damage (included in the attack).</p><p></p><p><strong><em>Divine Knowledge.</em></strong> The seraph adds its proficiency bonus (+4) to and has advantage on Intelligence checks.</p><p></p><p><strong><em>Flyby.</em></strong> The seraph doesn't provoke opportunity attacks when it flies out of an enemy's reach.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The seraph’s innate spellcasting ability is Intelligence. The seraph can innately cast the following spells, requiring no material components:</p><p style="margin-left: 20px">At will: <em>commune, detect good and evil</em></p> <p style="margin-left: 20px">3/day each: <em>legend lore</em></p><p></p><p><strong><em>Magic Resistance.</em></strong> The seraph has advantage on saving throws made against spells and other magical effects.</p><p></p><p></p><p><span style="font-size: 18px">ACTIONS</span></p><p><strong><em>Multiattack.</em></strong> The seraph attacks three times with its wings.</p><p></p><p><strong><em>Wings.</em></strong><em> Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 9 (1d8+5) bludgeoning damage plus 10 (3d6) radiant damage.</p><p></p><p></p><p><span style="font-size: 18px">REACTIONS</span></p><p><strong><em>Fast Reactions.</em></strong> The seraph can take 3 reactions each round, but never more than one reaction against the same creature.</p><p></p><p><em><strong>Holy Rending. </strong></em>When the seraph hits the same target with a second or third wing attack on its turn, it can use its reaction to deal an extra 14 (4d6) force damage. The target makes a DC 15 Strength saving throw or it is knocked prone.</p><p></p><p><strong><em>Uncanny Dodge.</em></strong> When an attacker the seraph can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 8223763, member: 6726030"] Not all celestial creatures are pretty faces and today on [URL='https://www.enworld.org/wiki/mythological_figures/'][I]Epic Monsters[/I][/URL] we’re cracking into one of the weirder ones: the six-winged [B]seraph[/B]! [PRBREAK][/PRBREAK] [ATTACH type="full" width="510px" alt="Seraph DnD 5e BANNER.jpg"]134234[/ATTACH] Also known as a saraph, in Christian angelology the seraphim have the highest rank, they’re in the middle in Judaism, and only rarely appear in Islam. These six-winged angels fly around the Throne of God crying "holy, holy, holy" in a cycle of self-nullification as they ascend to the heights of the heavens for revelations, fall in the immensity of what they learn, and ascend anew in a perpetual, tireless, energetic existence. [B][I]Design Notes:[/I][/B] These are pretty freaky and hard not to like. There’s an emphasis on their quickness in the lore so the seraph here has extra reactions for Uncanny Dodges and a high AC without need for natural armor (technically a 17 when you count in Magic Resistance). Otherwise to represent the whole knowledge of god’s immensity bit we’re hanging their proverbial hat on some Intelligence-boosted Divine Knowledge, frequent uses of [I]commune[/I], and when that fails component-less [I]legend lore[/I]. Let’s do the numbers! The DMG comes in at an even 12 and the [URL='http://blogofholding.com/?p=7338']Blog of Holding[/URL] at 12.6, so we can tag this agile angel at Challenge Rating 12 albeit with a touch of trepidation—this one is definitely a sleeper in the stats department. [HEADING=1][B]Seraph[/B][/HEADING] [I]Large celestial, lawful good[/I] [B]Armor Class[/B] 15 [B]Hit Points [/B]133 (14d10+56) [B]Speed [/B]20 ft., fly 120 ft. [TABLE] [TR] [TD][CENTER][B]STR[/B][/CENTER][/TD] [TD][CENTER][B]DEX[/B][/CENTER][/TD] [TD][CENTER][B]CON[/B][/CENTER][/TD] [TD][CENTER][B]INT[/B][/CENTER][/TD] [TD][CENTER][B]WIS[/B][/CENTER][/TD] [TD][CENTER][B]CHA[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]14 (+2)[/CENTER][/TD] [TD][CENTER]20 (+5)[/CENTER][/TD] [TD][CENTER]19 (+4)[/CENTER][/TD] [TD][CENTER]17 (+3)[/CENTER][/TD] [TD][CENTER]14 (+2)[/CENTER][/TD] [TD][CENTER]15 (+2)[/CENTER][/TD] [/TR] [/TABLE] [B]Saving Throws [/B]Dex +9, Con +8, Wis +6 [B]Skills [/B]Perception +6, Religion +7 [B]Damage Vulnerabilities [/B]psychic [B]Damage Resistances [/B]cold; bludgeoning, piercing, and slashing from nonmagical weapons [B]Damage Immunities [/B]fire [B]Condition Immunities[/B] charmed, exhaustion, frightened [B]Senses [/B]truesight 120 ft., passive Perception 16 [B]Languages [/B]Celestial [B]Challenge [/B]12 (8,400 XP) [B][I]Angelic Weapons.[/I][/B] The seraph’s weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra 10 (3d6) radiant damage (included in the attack). [B][I]Divine Knowledge.[/I][/B] The seraph adds its proficiency bonus (+4) to and has advantage on Intelligence checks. [B][I]Flyby.[/I][/B] The seraph doesn't provoke opportunity attacks when it flies out of an enemy's reach. [B][I]Innate Spellcasting.[/I][/B] The seraph’s innate spellcasting ability is Intelligence. The seraph can innately cast the following spells, requiring no material components: [INDENT]At will: [I]commune, detect good and evil[/I][/INDENT] [INDENT]3/day each: [I]legend lore[/I][/INDENT] [B][I]Magic Resistance.[/I][/B] The seraph has advantage on saving throws made against spells and other magical effects. [SIZE=5]ACTIONS[/SIZE] [B][I]Multiattack.[/I][/B] The seraph attacks three times with its wings. [B][I]Wings.[/I][/B][I] Melee Weapon Attack:[/I] +9 to hit, reach 10 ft., one target. [I]Hit:[/I] 9 (1d8+5) bludgeoning damage plus 10 (3d6) radiant damage. [SIZE=5]REACTIONS[/SIZE] [B][I]Fast Reactions.[/I][/B] The seraph can take 3 reactions each round, but never more than one reaction against the same creature. [I][B]Holy Rending. [/B][/I]When the seraph hits the same target with a second or third wing attack on its turn, it can use its reaction to deal an extra 14 (4d6) force damage. The target makes a DC 15 Strength saving throw or it is knocked prone. [B][I]Uncanny Dodge.[/I][/B] When an attacker the seraph can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. [/QUOTE]
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