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.

  • At will: detect evil and good, detect magic, flame blade, plane shift (self only), produce flame

  • 3/day each: fireball, flame strike, invisibility, see invisibility, wall of fire

  • 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.

large
elemental
cr8
tome-of-horrors