Seraphic Sentinel

Local priests call these beings 'ward-keepers' or 'seraphic sentinels'. Legends say they are less imposing than full angels but more intimately concerned with mortal affairs. Some cults revere them as manifestations of mercy.

HP68AC15SPDfly 40 ft., walk 30 ft.CR4 (1,100 XP)InsightPerceptionPersuasion
STR
16
DEX
14
CON
14
INT
12
WIS
16
save
CHA
18
save
Watchful Charge. The sentinel does not require sleep and cannot be surprised while within 1 mile of its assigned charge. If it has no current charge, it can be surprised normally.
Celestial Nature. Celestial Nature. The sentinel is of celestial origin. It has advantage on saving throws against being charmed and frightened. It can cast its innate spells as listed.
Healing Aura. Healing Aura. Whenever the sentinel uses a 1st-level or higher spell slot or its Healing Burst, each ally within 10 feet regains 1 hit point.
Multiattack. The seraphic sentinel makes two Radiant Lance attacks.
Radiant Lance. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage plus radiant damage.
Radiant Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: radiant damage. On a hit, the target must succeed on a Constitution save or have disadvantage on its next attack roll as blinding motes cling to its eyes.
Healing Burst. The sentinel releases a 15-foot-radius burst of healing light centered on itself. Each creature of its choice in that area regains hit points. Undead and fiends in the area instead take radiant damage. Once used, this feature cannot be used again until the sentinel finishes a short or long rest.
Radiant Rebuke. When a creature within 5 feet of the sentinel hits it with a melee attack the sentinel can use its reaction to unleash Radiant Rebuke. The attacker takes radiant damage and must succeed on a Wisdom saving throw or have disadvantage on its next attack roll. Usable a number of times equal to the sentinel's Charisma modifier (minimum once) per long rest.
Guardian Stabilize. If an ally within 30 feet is reduced to 0 hit points, the sentinel can use its reaction to grant that ally stability and temporary hit points.
Cantrips
Innate SpellcastingDivination/Conjuration The sentinel casts these spells innately, requiring no material components. Save DC 14, spell attack +6. At will: Guidance, Light, Sacred Flame. 3/day each: Bless, Sanctuary, Lesser Restoration. 1/day: Spiritual Weapon (as the 2nd-level spell) and Aid.
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