Helionic Seraphim
The Seraphim are the greatest of the arch-angels, and their name means the burning ones. A seraphim covers its face and feet with four of its six wings in the presence of Helios and uses the other two to fly, and it is sent to the Prime Plane only when a matter has outgrown every lesser angel.
- Physiology
- Celestial
- Size
- Gargantuan
- Speed
- 50 ft., fly 150 ft.
- Armor class
- 21 (radiant plate)
- Hit points
- 351 (18d20 + 162)
- Proficiency
- +6
- STR 28 +9 save +9
- DEX 22 +6 save +6
- CON 28 +9 save +15
- INT 24 +7 save +7
- WIS 28 +9 save +15
- CHA 30 +10 save +16
- Skills
- Insight +15 , Perception +15
- Passive Perception
- 25
- Senses
- truesight 120 ft., telepathy 300 ft.
- Languages
- All
- Damage resistances
- necrotic
- Damage immunities
- radiant, fire
- Condition immunities
- charmed , frightened
- Found in
- Plane of Helion , The Heart of Helios
Spells
Channels with CHA. Save DC 24, spell attack +16 .
Channels the Sun as Helios first shaped it.
Traits
-
Six Burning Wings
A fiend or undead that starts its turn within 30 feet of it takes 4d8 radiant damage.
-
Voice of Helios
Every celestial within 1 mile hears its commands and obeys them.
-
Legendary Resistance
Three times per day, when it fails a saving throw, it may choose to succeed instead.
Actions
-
Multiattack
The seraphim makes two Burning Blade attacks.
-
Burning Blade
+15 to hit · reach 15 ft.
4d8 + 9 slashing damage
The target takes an extra 6d8 radiant damage.
-
Trisagion
DC 24 Constitution save
Each creature within 60 feet of its choosing makes a Constitution saving throw, taking 18d8 radiant damage on a failure and half as much on a success. Fiends and undead have disadvantage on the save. Recharges on a roll of 5 or 6 on a d6.
-
Blade Legendary
The seraphim makes one Burning Blade attack.
-
Wingbeat Legendary
The seraphim teleports to an unoccupied space it can see within 120 feet.
-
Judgment Legendary
DC 24 Wisdom save
This action costs two legendary actions. One creature within 120 feet makes a Wisdom saving throw or is Blinded until the end of its next turn.