Bestiary · Construct

Creed PR 14

Creed Seraphim

The Seraphim are the Creed's ruling class and its angels of death. Each holds one or more Sanctum Worlds outright, interprets doctrine locally, and decides which populations are converted and which are simply removed.

Covenant of the Ebon Creed
Creed Seraphim, drawn at Large scale
Physiology
Construct, Undead
Size
Large
Speed
30 ft., fly 60 ft.
Armor class
20 (reliquary plate)
Hit points
253 (22d10 + 132)
Proficiency
+5
  • STR 22 +6 save +6
  • DEX 15 +2 save +2
  • CON 22 +6 save +11
  • INT 19 +4 save +9
  • WIS 20 +5 save +10
  • CHA 20 +5 save +10
Skills
Religion +9 , Insight +10 , Intimidation +10 , History +9
Passive Perception
15
Senses
truesight 120 ft., telepathy 120 ft.
Languages
Netherspeech, Common
Damage resistances
cold, bludgeoning, piercing, slashing
Damage immunities
poison, psychic, necrotic
Condition immunities
charmed , exhausted , frightened , poisoned , prone , blinded
Found in
Settlement

Spells

Channels with CHA. Save DC 18, spell attack +10 .

Creed doctrine holds that decay is the central truth of the universe, and the Seraphim casts as a priest of it.

Traits

  • Legendary Resistance

    Twice per day, when it fails a saving throw, it may choose to succeed instead.

  • Absolute Autonomy

    Creed creatures within a mile obey it without exception.

  • Aura of Cessation

    Living creatures that start their turn within 20 feet take 3d6 necrotic damage and cannot regain hit points until the start of their next turn.

Actions

  • Scythe of Office

    +11 to hit · reach 15 ft.

    3d10 + 6 necrotic damage

    Three attacks. A living creature hit by two or more in a turn has its hit point maximum reduced by the total necrotic damage dealt until it finishes a long rest.

  • Sentence of Conversion

    DC 18 Constitution save

    One creature within 60 feet takes 14d8 necrotic damage on a failed save, or half as much on a success. A humanoid reduced to 0 hit points by this rises as an Anointed Husk after one hour.

  • Finish the Rite Reaction

    When the Seraphim takes damage that would end its concentration or interrupt a spell it is casting, the spell resolves anyway, and the creature that dealt the damage takes 4d8 necrotic damage and cannot regain hit points until the end of its next turn.

  • Scythe Legendary

    The Seraphim attacks one creature it can see with the scythe.

  • Read the Name Legendary

    The Seraphim names one creature it can see. That creature has disadvantage on saving throws against the Seraphim until the end of the Seraphim's next turn.

  • Call the Converted Legendary

    Costs two legendary actions. Every Anointed Husk within a mile that can reach the Seraphim this round does so and takes one action on the Seraphim's initiative.