17 (natural armor)
199 (19d10 + 95)
walk 40 ft., fly 120 ft.
Con +10, Wis +8, Cha +10
Deception +10, Insight +8, Perception +9
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, exhaustion, frightened
Truesight 120 ft.
all, telepathy 120 ft.
14
+5
The seraph's spellcasting ability is Charisma (spell save DC 18). The seraph can innately cast the following spells, using only verbal components: • At will: detect evil and good, detect magic, invisibility (self only), light, minor illusion, thaumaturgy • 3/Day each: identify, suggestion • 1/Day: zone of truth
The seraph has advantage on saving throws against spells and other magical effects.
The seraph's weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
The seraph makes three attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, or 8 (1d6 + 5) slashing damage in Small or Medium form, and 18 (4d8) radiant damage.
The seraph magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. It's clothing and scimitars change size to match its new form. If the seraph dies, it reverts to its true form, and its equipment to its normal size.
he seraph presents objects of desire, which can be illusions the seraph creates, to creatures of its choice. If those creatures are within 60 feet of the seraph, able to see it and the desirable objects, and able to hear the seraph, the creatures must make a DC 18 Wisdom saving throw or become charmed by the seraph until the seraph is incapacitated or fails to use a bonus action on its turn to continue to present and speak about the desirable objects. While charmed in this way, a target can take no reactions and can use its action only to Dash. If the charmed target is more than 5 feet from the seraph, the target must move as far as it can toward the seraph, trying to come within 5 feet. The target avoids obvious danger, including opportunity attacks. If the target can't avoid such danger, the target can repeat the saving throw before entering the dangerous area. While an affected creature is within 5 feet of the seraph, the creature can't take reactions and spends its turns staring at the desirable objects. The target also repeats the saving throw if the target is subjected to a harmful effect, if the target can't see or hear the seraph, and at the end of each of the target's turns. If a creature's saving throw is successful, the effect ends for it. A target that successfully saves is immune to the Voice of Avarice of this seraph or any lesser seraph for the next 24 hours.