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
- 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
- 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.
- At will Chill Touch , Spare the Dying , Inflict Wounds
- 3/day each Animate Dead , Bestow Curse , Vampiric Touch
- 1/day each Circle of Death , Create Undead , Harm
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.