Lesser Avarice Seraph
Grim Hollow: Lairs of Etharis p. 94 (Third Party)
- Tamaño
- Mediano
- Tipo
- celestial
- Alineamiento
- neutral malvado
- CA
- 15 (natural armor)
- Puntos de golpe
- 105 (14d8+42)
- Velocidad
- walk 30 ft., fly 90 ft.
- Salvaciones
- Con +6, Wis +5, Cha +6
- Habilidades
- Deception +6, Insight +5, Perception +5
- Resistencias
- Radiant, bludgeoning, Piercing or Slashing damage from nonmagical attacks
- Inmunidad a estados
- Charmed, Exhaustion, Frightened
- Sentidos
- darkvision 120 ft.
- Percepción pasiva
- 15
- Idiomas
- all, telepathy 120 ft.
- Desafío
- 7
- Linaje
- Seraph
Rasgos
Proficiency Bonus
+3
Innate Spellcasting
The seraph's spellcasting ability is Charisma (spell save DC 14). The seraph can innately cast the following spells, using only verbal components:
- At will: detect evil and good, detect magic, light, minor illusion, thaumaturgy
- 1/day each: identify, suggestion
Magic Resistance
The seraph has advantage on saving throws against spells and other magical effects.
Seraphic Weapons
The seraph's weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra (2d8) radiant damage (included in the attack).
Acciones
Multiattack
The seraph makes three attacks.
Scimitar
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and 9 (2d8) radiant damage.
Tempting Call
The seraph calls out a tempting promise to one creature that can hear it within 30 feet. The creature must succeed on a DC 14 Charisma saving throw. On a failed save, the creature cannot take actions for 1 minute, as it dwells on the promise the seraph made. The target can repeat the saving throw at the end of each turn, ending the effect on a success. Each failed saving throw after the initial failure deals 9 (2d8) psychic damage to the target
Conjuros
detect evil and good, detect magic, light, minor illusion, thaumaturgy, identify, suggestion
Otros datos
description
"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere."