Seraph
Large elemental, neutral good
Armor Class
15 (natural armor)
Hit Points
119 (14d10 + 42)
Speed
40 ft., fly 30 ft.
STR
19 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
15 (+2)
WIS
15 (+2)
CHA
19 (+4)
Damage Immunities
fire
Damage Vulnerabilities
cold
Senses
darkvision 60 ft., passive Perception 15
Saving Throws
Int +5, Wis +5
Skills
Arcana +5, Deception +7, Insight +5, Perception +5
Languages
Celestial, Common, Ignan; telepathy 100 ft.
Challenge
8 (3,900 XP)
Heat. A seraph’s body generates heat. Creatures who touch the genie take 7 (2d6) fire damage. If the seraph genie uses a metal weapon adds this additional damage to the weapon’s attacks. A seraph genie can suppress this effect for 1 hour as a bonus action.
Innate Spellcasting. A seraph genie’s innate spellcasting ability is charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without requiring material components.
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At will: detect evil and good, detect magic, flame blade, plane shift (self only), produce flame
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3/day each: fireball, flame strike, invisibility, see invisibility, wall of fire
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1/day each: fire storm, greater invisibility
Actions
Multiattack. A seraph genie makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage.
Fire Burst (Recharge 5–6). The seraph genie emits a blast of elemental fire in a 30-foot radius. All creatures in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed saving throw, or half as much on a successful one.