Bloodwing Seraph
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)
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhausted, frightened
Senses
darkvision 120ft., passive Perception 14
Saving Throws
Wis +8, Cha +9
Skills
Acrobatics +9, Insight +7
Languages
all, telepathy 120 ft.
Challenge
11 (7,200 XP)
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.