This site is games | books | films

Angel Seraph

D&D 5E Epic Monsters: Seraph

Seraph DnD 5e BANNER.jpg

D&D 5E – Epic Monsters: Seraph | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

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.

Seraph

Large celestial, lawful good
Armor Class 15
Hit Points 133 (14d10+56)
Speed 20 ft., fly 120 ft.

STRDEXCONINTWISCHA
14 (+2)​20 (+5)​19 (+4)​17 (+3)​14 (+2)​15 (+2)​

Saving Throws Dex +9, Con +8, Wis +6
Skills Perception +6, Religion +7
Damage Vulnerabilities psychic
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 16
Languages Celestial
Challenge 12 (8,400 XP)

Angelic Weapons. 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).

Divine Knowledge. The seraph adds its proficiency bonus (+4) to and has advantage on Intelligence checks.

Flyby. The seraph doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Innate Spellcasting. The seraph’s innate spellcasting ability is Intelligence. The seraph can innately cast the following spells, requiring no material components:

At will: commune, detect good and evil

3/day each: legend lore

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

ACTIONS
Multiattack. The seraph attacks three times with its wings.

Wings. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 10 (3d6) radiant damage.

REACTIONS
Fast Reactions. The seraph can take 3 reactions each round, but never more than one reaction against the same creature.

Holy Rending. 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.

Uncanny Dodge. 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.

Seraph

God surrounded by seraphim. From the Petites Heures de Jean de Berry, a 14th-century illuminated manuscript. Courtesy of the Bibliothèque nationale de France , Angel, Seraph
God surrounded by seraphim. From the Petites Heures de Jean de Berry, a 14th-century illuminated manuscript. Courtesy of the Bibliothèque nationale de France

This creature resembles a towering, muscular, regal human of unrivaled beauty. A pair of white-feathered wings sprout from its back, and its entire body is limned in flame. Its four arms wield two radiant greatswords.

The seraphim are the greatest of angels, rivaling (and often surpassing) the Celestial Paragons of the archons, eladrin, and guardinals. Only four seraphim are known to exist at a given time. As the elite of the angelic hosts, seraphim take their orders directly from their deity, and likewise, their word is the word of a god.

Seraphim spend most of their time attending to the greatest deities of good-aligned pantheons. Rarely do their actions bring them to the Material Plane. Seraphim are also called “angels of love, light, and fire”.

A seraph is 12 feet tall and weighs 1,500 pounds.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

Originally Posted by Shade of the En World forums.

On this Thread

Angel, Seraph
Large outsider (Angel, Extraplanar, Good)
Hit Dice44d8+440 (638 hp)
Initiative+7
Speed30 ft. (6 squares), Fly 60 ft. (good)
Armor Class46 (-1 size, +7 Dexterity, +30 natural), touch 16, flat-footed 39
Base Attack/Grapple+44/+63
Attack+5 holy power greatsword +64 melee (3d6+27/17-20 plus 1d6 on a critical hit and DC 47 Fort save or die) or slam +58 melee (2d8+15)
Full Attack+5 holy power greatsword +64/+59/+54/+49 melee (3d6+27/17-20 plus 1d6 on a critical hit and DC 47 Fort save or die) and +5 holy power greatsword +64/+59/+54/+49 melee (3d6+22/19-20 plus 1d6 on a critical hit and DC 47 Fort save or die) and 2 slams +58 melee (2d8+15)
Space/Reach10 ft./10 ft.
Special AttacksHoly power, holy terror, master of divine magic, smite evil, summon angels
Special QualitiesChange shape, damage reduction 20/epic and evil, Darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, localized omniscience, Low-Light Vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, Spell Resistance 40, tongues
SavesFort +34 (+38 against poison), Ref +31, Will +36
AbilitiesStrength 40, Dexterity 25, Constitution 30, Intelligence 30, Wisdom 32, Charisma 34
SkillsBalance +60, Concentration +57, Diplomacy +65, Escape Artist +54, Gather Information +59, Heal +58, Hide +50, Intimidate +59, Jump +21, Knowledge (religion) +57, Knowledge (the planes) +57, Listen +58, Move Silently +54, Search +57, Sense Motive +58, Spellcraft +57 (+63 scrolls), Spot +58, Survival +11 (+17 following tracks, +17 on other planes), Tumble +54, Use Magic Device +59 (+65 scrolls), Use Rope +7 (+13 bindings)
FeatsCleave, Combat Expertise, Devastating Critical (greatsword), Empower Spell-Like Ability (blade barrier), Great Cleave, Greater Multiweapon Fighting, Improved Critical (greatsword), Improved Multiweapon Fighting*, Multiweapon Fighting, Overwhelming Critical (greatsword), Perfect Multiweapon Fighting, Power Attack, Quicken Spell-Like Ability (heal), Superior Combat Expertise, Weapon Focus (greatsword)
EnvironmentAny good-aligned plane
OrganizationSolitary, pair, or host (3-4 plus up to 44 HD of lesser angels)
Challenge Rating27
TreasureNo coins; double goods; standard items
AlignmentAlways good (any)
Advancement45-66 HD (Huge), 67-72 HD (Gargantuan)
Level Adjustment

COMBAT

Seraphs are true paragons of the angels. They are a force to be reckoned with in battle, capable of smiting evil with numerous strikes of their holy power greatswords. Seraphim can call upon nearly all known divine magic on a whim.

A seraph’s natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): A seraph can assume the form of any Small or Medium humanoid.

Holy Power (Su): Any melee weapon wielded by a seraphim is treated as a holy power weapon. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 44 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The save DC is Charisma-based.

Holy Terror (Su): Evil creatures viewing a seraph for the first must succeed on a DC 44 Will save or cower for 1d6 rounds, as the seraph appears as a great flaming serpent. Even on a successful save, an evil creature is shaken for 1 round. A creature that succeeds on its Will save remains immune to that seraph’s holy terror for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Localized Omniscience (Su): Seraphim continuously use arcane sight, detect evil, detect snares and pits, detect thoughts, discern lies, and true seeing as the spells (caster level 20th), except all function to a range of 120 feet.

Master of Divine Magic (Sp): At will, a seraphim may use any core divine spell from the cleric spell list or the Fire, Glory, Good, or Sun domains as a spell-like ability, as long as it is not opposed in alignment. A seraphim may use any spell on the cleric spell list from a non-core source once per day (at the DM’s discretion); these spells are rarer in the cosmos. The saving throw DC for such abilities is 21 + spell level (10 + spell level + seraphim’s Wisdom bonus). Seraphs tend to favour spells such as blade barrier, holy aura, holy smite

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 44th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Regeneration (Ex): A seraph takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Smite Evil (Su): Once per day a seraph can make a normal melee attack to deal extra damage equal to its Hit Dice against an evil foe.

Summon Angels (Sp): Once per day, a seraph can automatically summon a total number of Hit Dice of angels equal to its own Hit Dice total (44 HD for a typical seraph). For example, a seraph could summon 2 solars (22 HD), or it could call one solar (22 HD), one astral deva (12 HD), and one monadic deva (10 HD). This ability is the equivalent of a 9th-level spell.

tongues (Su): A seraph can speak with any creature that has a language, as though using a tongues spell (caster level 44th). This ability is always active.

Feats: In combination with its natural abilities, a seraph’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Originally appeared in Dragon Magazine #35 (1980).

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut elit tellus, luctus nec ullamcorper mattis, pulvinar dapibus leo.

Scroll to Top