Seraphim

A Seraphim is a being of light with six wings connected by a ring of eyes. A group of Seraphim is called a choir, partly because of their singing whether isolated or as part of a choir.

Medium Avian Aberration


Hit Points
22

Speed
40 ft

AC
14

Fortitude
14

Reflex
15

Will
15

Str
14 (+2)

Dex
15 (+2)

Con
14 (+2)

Int
16 (+3)

Wis
16 (+3)

Cha
15 (+2)


Immunities. Fire damage, Radiant damage, Deafened, Silenced, Suffocating, Surprised

Resistances. Earth damage

Weaknesses. Dark damage, Lightning damage

Flying. The creature my Fly up to it’s Maximum Speed.

Darkvision. The creature can see in the darkness up to 120 ft away.

Panoramic Vision. The creature can see up to 360 degrees.

Truesight. The creature can see through Invisibility and Illusions.

Trumpets of the Seraphim. The creature emits a trumpeting sound from themselves. All creatures who see the Seraphim hear the trumpeting even through being Deafened. The Seraphim gains a +3 to hit vs. the Will of all creatures who hear them. Upon a hit the creatures are Frightened for a number of turns equal to the creature’s Wisdom modifier.

Actions

God Ray (Wis/Somatic) Ranged 60ft, 20ft Burst, +6 to hit Reflex, 1d8+3 Radiant damage and the target is Blinded for a number of turns equal to the creature’s Wisdom modifier.

Holy Flame (Wis/Somatic). Ranged 60ft, +6 to hit Will, 1d8+3 Fire damage and the target is Burned for a number of turns equal to the creature’s Wisdom modifier.

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