Seraphim

Huge • Celestial • Lawful Good

Armor Class 18

Hit Points 241 (23d12 + 92)

Speed 10 ft., fly 120 ft. (hover)

Initiative +9 (19)

STRDEXCONINTWISCHA
14 (+2)16 (+3)18 (+4)20 (+5)20 (+5)22 (+6)

Saving Throws Int +11, Wis +11, Cha +12

Skills Insight +11, Investigation +11, Perception +11, Religion +17

Damage Immunities poison, radiant

Condition Immunities charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned

Senses truesight 90 ft., passive Perception 21

Languages all, telepathy 120 ft.

CR 18 (XP 20,000 or 22,000 in lair, PB +6)

A radiant celestial being shaped like a winged eye, with intricate golden patterns.

Divine Awareness. The seraphim knows if it hears a lie.

Immutable Form. The seraphim can't shapeshift.

Legendary Resistance (3/Day, 4/Day in Lair). If the seraphim fails a saving throw, it can choose to succeed instead.

Shielded Mind. The seraphim is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Unusual Nature. The seraphim doesn't require air, food, drink, or sleep.

ACTIONS

Burst of Radiance. Constitution Saving Throw: DC 20, each creature in a 30-foot cone. Failure: 31 (7d8) radiant damage and the target becomes blinded until the end of its next turn. Success: Half damage.

Divine Intervention (1/Day). The seraphim chooses one of the following effects:

  • The seraphim duplicates a cleric spell without the need for spell components.
  • One creature within 30 feet of the seraphim regains up to 100 hit points and any negative conditions that are affecting the target end.
  • Up to 10 willing creatures within 15 feet of the seraphim are teleported to an unoccupied space of the seraphim’s choosing.
  • The seraphim summons up to four Celestials with CR 4 or lower.
  • Any other effect in the deity’s abilities of similar power.

Spellcasting. The seraphim casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 20):

At will: commune, dispel evil and good (only evil), legend lore, wall of light

1/day: death ward, divine word, holy aura

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the seraphim can expend a use to take one of the following actions. The seraphim regains all expended uses at the start of each of its turns.

Rays of Light. Dexterity Saving Throw: DC 20, up to three creatures within 60 feet of the seraphim it can see. Failure: 5 (1d10) radiant damage.

Swirl of Feathers. The seraphim teleports to a point within 30 feet of it that it can see. Dexterity Saving Throw: DC 20, each creature in a 10-foot emanation originating from the seraphim at the origin or destination space (the seraphim's choice). Failure: 7 (3d4) slashing damage and 16 (3d8) radiant damage. Success: Half damage. Failure or Success: The area becomes heavily obscured, and the seraphim can't take this action again until the start of its next turn.

Cast Spell. The seraphim uses its Spellcasting once.

Seraphim

Huge • Celestial • Lawful Good

Armor Class 17

Hit Points 171 (18d12 + 54)

Speed 10 ft., fly 120 ft. (hover)

Initiative +7 (17)

STRDEXCONINTWISCHA
12 (+1)14 (+2)16 (+3)18 (+4)18 (+4)20 (+5)

Saving Throws Wis +9, Cha +10

Skills Insight +9, Investigation +9, Perception +9, Religion +14

Damage Immunities poison, radiant

Condition Immunities charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned

Senses truesight 60 ft., passive Perception 19

Languages all, telepathy 120 ft.

CR 15 (XP 13,000 or 15,000 in lair, PB +5)

A radiant celestial being shaped like a winged eye, with intricate golden patterns.

Divine Awareness. The seraphim knows if it hears a lie.

Immutable Form. The seraphim can't shapeshift.

Legendary Resistance (2/Day, 3/Day in Lair). If the seraphim fails a saving throw, it can choose to succeed instead.

Shielded Mind. The seraphim is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Unusual Nature. The seraphim doesn't require air, food, drink, or sleep.

ACTIONS

Burst of Radiance. Constitution Saving Throw: DC 18, each creature in a 30-foot cone. Failure: 27 (6d8) radiant damage and the target becomes blinded until the end of its next turn. Success: Half damage.

Divine Intervention (1/Day). The seraphim chooses one of the following effects:

  • The seraphim duplicates a cleric spell without the need for spell components.
  • One creature within 30 feet of the seraphim regains up to 60 hit points and any negative conditions that are affecting the target end.
  • Up to 10 willing creatures within 15 feet of the seraphim are teleported to an unoccupied space of the seraphim’s choosing.
  • The seraphim summons up to four Celestials with CR 3 or lower.
  • Any other effect in the deity’s abilities of similar power.

Spellcasting. The seraphim casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18):

At will: commune, dispel evil and good (only evil), legend lore, wall of light

1/day: death ward, divine word, holy aura

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the seraphim can expend a use to take one of the following actions. The seraphim regains all expended uses at the start of each of its turns.

Rays of Light. Dexterity Saving Throw: DC 18, up to three creatures within 60 feet of the seraphim it can see. Failure: 4 (1d8) radiant damage.

Swirl of Feathers. The seraphim teleports to a point within 30 feet of it that it can see. Dexterity Saving Throw: DC 18, each creature in a 5-foot emanation originating from the seraphim at the origin or destination space (the seraphim's choice). Failure: 5 (2d4) slashing damage. Success: Half damage. Failure or Success: The area becomes heavily obscured, and the seraphim can't take this action again until the start of its next turn.

Cast Spell. The seraphim uses its Spellcasting once.

Seraphim

Huge • Celestial • Lawful Good

Armor Class 19

Hit Points 276 (24d12 + 120)

Speed 10 ft., fly 120 ft. (hover)

Initiative +11 (21)

STRDEXCONINTWISCHA
16 (+3)18 (+4)20 (+5)22 (+6)22 (+6)24 (+7)

Saving Throws Int +13, Wis +13, Cha +14

Skills Insight +13, Investigation +13, Perception +13, Religion +20

Damage Immunities poison, radiant

Condition Immunities charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned

Senses truesight 120 ft., passive Perception 23

Languages all, telepathy 120 ft.

CR 21 (XP 33,000 or 41,000 in lair, PB +7)

A radiant celestial being shaped like a winged eye, with intricate golden patterns.

Divine Awareness. The seraphim knows if it hears a lie.

Immutable Form. The seraphim can't shapeshift.

Legendary Resistance (3/Day, 4/Day in Lair). If the seraphim fails a saving throw, it can choose to succeed instead.

Shielded Mind. The seraphim is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Unusual Nature. The seraphim doesn't require air, food, drink, or sleep.

ACTIONS

Burst of Radiance. Constitution Saving Throw: DC 22, each creature in a 30-foot cone. Failure: 40 (9d8) radiant damage and the target becomes blinded until the end of its next turn. Success: Half damage.

Divine Intervention (1/Day). The seraphim chooses one of the following effects:

  • The seraphim duplicates a cleric spell without the need for spell components.
  • One creature within 30 feet of the seraphim regains up to 100 hit points and any negative conditions that are affecting the target end.
  • Up to 10 willing creatures within 15 feet of the seraphim are teleported to an unoccupied space of the seraphim’s choosing.
  • The seraphim summons up to four Celestials with CR 5 or lower.
  • Any other effect in the deity’s abilities of similar power.

Spellcasting. The seraphim casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 22):

At will: commune, dispel evil and good (only evil), legend lore, wall of light

1/day: death ward, divine word, holy aura

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the seraphim can expend a use to take one of the following actions. The seraphim regains all expended uses at the start of each of its turns.

Rays of Light. Dexterity Saving Throw: DC 22, up to three creatures within 60 feet of the seraphim it can see. Failure: 7 (2d6) radiant damage.

Swirl of Feathers. The seraphim teleports to a point within 30 feet of it that it can see. Dexterity Saving Throw: DC 22, each creature in a 15-foot emanation originating from the seraphim at the origin or destination space (the seraphim's choice). Failure: 10 (4d4) slashing damage. Success: Half damage. Failure or Success: The area becomes heavily obscured, and the seraphim can't take this action again until the start of its next turn.

Cast Spell. The seraphim uses its Spellcasting once.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.