Venal Seraph

Tales whisper of a marble hall where a being set upon a golden throne judges petitioners and binds them to its will. Some noble families keep quiet offerings and petitions to avoid the Seraphs attention; others seek it in secret to barter for influence. Those who refuse its terms sometimes find their names appearing in the Seraphs candlelit ledgers.

MediumHumanoid (Celestial)(Corrupted Celestial)CR 5Lawful Evil

Venal Seraph

wingedcharmerbossgothic
HP85AC17SPD30 ft., Fly 60 ft. (hover)CR5 (1,800 XP)PerceptionPersuasionDeception
STR
14
DEX
16
CON
14
INT
12
WIS
13
save
CHA
18
save
Throne-Bound Authority. While the Venal Seraph occupies its throne it has advantage on Charisma checks and on saving throws against being charmed. If it has been forced off the throne for more than 1 minute it loses these benefits until it reclaims the seat and spends 1 minute in meditation.
Aura of Candlelight. Any creature that starts its turn within 10 feet of the Venal Seraph must succeed on a Wisdom saving throw or be affected by a faint compulsion: it has disadvantage on attack rolls against the Venal Seraph until the start of its next turn. This is a magical effect and does not stack with itself. Creatures immune to being charmed automatically succeed on the save.
Regal Flight. The Venal Seraph can hover and move through the space of creatures larger than it while flying. It counts its throne as difficult terrain for enemies and can use the throne as partial cover.
Multiattack. The Venal Seraph makes two melee attacks: one with its Gilded Glaive and one with its Wing Strike. If both attacks hit the same target the glaive attack deals an additional radiant or necrotic (player choice when the seraph is created) damage.
Gilded Glaive. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 10 () slashing damage plus 4 () necrotic damage.
Wing Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage. If the target is a creature Medium or smaller and the attack reduces it to 0 hit points, the Venal Seraph may choose to pin that creature beneath a wing; the pinned creature is restrained and begins to fade in the Seraphs candlelit aura (see Aura of Candlelight) until freed by another creature using an action.
Crown's Judgement. Recharge 5-6. The Venal Seraph slams its gilded throne and releases a cone of corrupt light in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 27 () necrotic damage on a failed save, or half as much on a successful one. Creatures that fail the save are also blinded until the end of the Venal Seraphs next turn as the candlelight sears their eyes.
Sovereign's Command. The Venal Seraph gestures to a single creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or be charmed for 1 minute. While charmed in this way the target views the Seraph as a benign, sovereign figure and will not attack it. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The Venal Seraph can maintain concentration on only one creature at a time with this ability. Usable twice, regains uses at dawn.
Winged Deflection. When a creature the Venal Seraph can see attacks it with a melee weapon, the Seraph can use its reaction to lash out with a wing, imposing disadvantage on that attack and dealing 7 () slashing damage to the attacker.
5th level
Innate SpellcastingVarious The Venal Seraph is a 5th-level spellcaster. Charisma is its spellcasting ability (spell save DC 15, +7 to hit with spell attacks). It knows the following spells innately and does not require material components. At will: Thaumaturgy, Light. 2/day each: Faerie Fire, Hold Person. 1/day each: Detect Thoughts, Lesser Restoration.
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