15 (natural armor)
218 (19d12 + 95)
walk 30 ft., fly 30 ft.
con +10, wis +7, cha +8
insight +7, perception +7
Radiant, bludgeoning, Piercing or Slashing damage from nonmagical attacks
Poison
Charmed, Exhaustion, Frightened, Poisoned
truesight 120 ft.
all, telepathy 120 ft.
14
+5
The seraph's spellcasting ability is Charisma (spell save DC 16). The seraph can innately cast the following spells, using only verbal components: • At will: detect evil and good, detect magic, light, thaumaturgy • 3/Day: suggestion • 1/Day: create food and water (the food is tasty and the seraph can create wine instead of water)
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 (2d8) radiant damage (included in the attacks).
The seraph makes three attacks, only one of which can be a bite.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage and 9 (2d8) radiant damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the seraph can't bite another target.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 9 (2d8) radiant damage.
Melee Weapon Attack: +10 to hit, reach 20 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage and 9 (2d8) radiant damage, and the target is grappled (escape DC 18) and pulled to within 5 feet of the seraph. Until the grapple ends, the target is restrained, and the seraph can't use its tongue or bite on another target.
The seraph makes one bite attack against a Medium or smaller creature it holds grappled. If the attack hits, the target takes the bite's damage, the grapple ends, and the target is swallowed. While swallowed, a creature is blinded and restrained, has total cover against anything originating outside the seraph, and takes 18 (4d8) acid damage and 9 (2d8) radiant damage at the start of each of the seraph's turns. The seraph can have only one creature swallowed at a time. If the seraph takes 35 damage or more on a single turn from a creature inside it, the seraph must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the seraph. If the seraph dies, the swallowed creature is no longer restrained by it and can escape the corpse by using 10 feet of movement, exiting prone.