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The Hollow Seraph, the Unwritten Prince, Choir of Ash

Ysara's records describe the creature as the Unwritten Prince, a title given to the defense mechanism that awakens when the Star-Seal can no longer distinguish prison from prisoner. The first monster's dream-language names it the Hollow Seraph, while the corrupted guardian calls it the Choir of Ash. The second monster is a warped byproduct of the guardian's failing wards, and its collapsing defenses feed the Seraph raw material. The first monster is not merely hunted by the Seraph. It is being mutated as the Seraph strips memories from the forest and forces its instincts into new shapes.

LargeMonster(Aberration, celestial breach manifestation)CR Extreme, climacticTypically neutral evil

The Hollow Seraph, the Unwritten Prince, Choir of Ash

aberrationbosscelestial horrormemory manipulationgravity distortionillusionmoral dilemmastar-sealhigh fantasysolo encounter
HP255AC+11SPD40 ft., fly 80 ft. (hover)CR17 (18,000 XP)DeceptionInsightPerceptionPersuasionStealth
STR
20
DEX
20
save
CON
22
save
INT
20
save
WIS
22
save
CHA
23
save
Magic Resistance. The Seraph has advantage on saving throws against spells and other magical effects. It cannot be surprised.
Legendary Resistance. If the Seraph fails a saving throw, it can choose to succeed instead. It can use this trait three times per day.
Breach-Born Existence. The Seraph does not age, eat, drink, breathe, or sleep. It is immune to effects that would detect its thoughts unless it permits them.
Predator of Contradictions. The Seraph has advantage on attack rolls against creatures affected by one of its illusions, charms, or memory effects.
Failing Seal Feedback. When a seal component is destroyed or grossly misused, the Seraph gains 20 temporary hit points and can immediately use Regret Made Flesh without expending an action. This benefit can occur up to three times per encounter.
True Name Vulnerability. When a creature speaks the Seraph's true name, the Seraph loses Magic Resistance and Predator of Contradictions for 1 minute. During that time, it has disadvantage on saving throws against radiant damage and Charisma checks made to negotiate with it are made with advantage.
Multiattack. The Seraph makes two Ashen Scepter attacks and uses Rewrite the Moment, if available.
Ashen Scepter. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () psychic damage plus 13 () radiant or necrotic damage, the Seraph's choice. The target must succeed on a Wisdom saving throw or forget the last minute. Until the end of its next turn, it cannot take reactions and has disadvantage on its next attack roll or ability check.
Gravity Psalm. The Seraph tears open a seam in gravity at a point it can see within 120 feet. Each creature within a 20-foot-radius sphere centered on that point must make a Strength saving throw. On a failure, a creature takes 27 () force damage, is pulled up to 20 feet toward the center, and is restrained until the end of its next turn. On a success, it takes half damage and is not restrained. The sphere becomes difficult terrain until the end of the Seraph's next turn.
Regret Made Flesh. The Seraph speaks a regret it has stolen from one creature it can see within 90 feet. The regret condenses into a hostile Ashen Remnant in an unoccupied space within 30 feet of that creature. The remnant acts immediately after the Seraph and remains for 1 minute, until destroyed, or until the Seraph dies. A creature can be targeted by this action only once per round.
Choir of Doubles. The Seraph creates three illusory doubles in unoccupied spaces within 30 feet of itself. Until the start of its next turn, each double occupies its space, moves with it, and is indistinguishable from it. When the Seraph is targeted by an attack, roll a d6. On a 4 or higher, a double is hit and vanishes. The doubles vanish early if the Seraph takes radiant damage.
Desired Ending. The Seraph chooses up to three creatures it can see within 120 feet. Each target must make a Wisdom saving throw. On a failure, the creature is charmed by the Seraph until the end of its next turn. While charmed, the creature believes one vision offered by the Seraph is real, cannot distinguish allies from illusory doubles, and must use its reaction, if available, to make one weapon attack against a target chosen by the Seraph. On a success, the creature is immune to this action for 24 hours.
Rewrite the Moment. When the Seraph is hit by an attack, it causes the attacker to remember striking a different target. The attacker must make a Intelligence saving throw. On a failure, the attack instead targets the nearest creature within the attack's range, using the original attack roll. On a success, the attack resolves normally. The Seraph can use this reaction three times per day.
Wingbeat Through Stone. The Seraph moves up to half its flying speed without provoking opportunity attacks. During this movement, it can pass through creatures and objects as if they were difficult terrain. It takes 5 () force damage if it ends inside an object.
Borrowed Regret. One creature within 60 feet must succeed on a Wisdom saving throw or have disadvantage on its next attack roll or saving throw before the end of its next turn.
Unwritten Step (Costs 2 Actions). The Seraph teleports to an unoccupied space within 60 feet and leaves behind an illusory double in its former space. The double lasts until the end of the Seraph's next turn.
Ashen Crescendo (Costs 3 Actions). The Seraph uses Gravity Psalm or Regret Made Flesh, if available. It cannot use the same action it used during its last turn.
1st level
Silent ImageIllusion The Seraph creates an illusory duplicate of itself, a seal chamber, or a treasured person. The illusion can speak, move, and react convincingly for up to 1 minute.
2nd level
Phantasmal ForceIllusion The Seraph forces a creature to relive a moment of fear or regret, dealing psychic damage and potentially frightening it.
3rd level
Major ImageIllusion The Seraph projects a false vision over a 30-foot cube, creating difficult terrain and obscuring the true battlefield.
5th level
Modify MemoryEnchantment The Seraph targets a creature's memory, making it forget a recent event for up to 1 minute.
6th level
Mass SuggestionEnchantment The Seraph traps a creature in a perfect vision of its desired future. The spell functions as a customized enchantment and is used primarily for negotiation rather than permanent control.
7th level
Mirage ArcaneIllusion The Seraph creates a false battlefield, royal court, or celestial vault that can affect sight, sound, and apparent distance across a wide area.
9th level
Reality BreakConjuration The Seraph bends gravity, distance, and orientation within the Star-Seal chamber, creating an effect similar to a localized reality distortion.
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