Gluttony Seraph

Huge celestial, Chaotic Evil

Armor Class

15 (natural armor)

Hit Points

218 (19d12 + 95)

Speed

walk 30 ft., fly 30 ft.

Saves

con +10, wis +7, cha +8

Skills

insight +7, perception +7

Damage Resistances

Radiant, bludgeoning, Piercing or Slashing damage from nonmagical attacks

Damage Immunities

Poison

Condition Immunities

Charmed, Exhaustion, Frightened, Poisoned

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

14

Proficiency Bonus

+5

Innate Spellcasting

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)

Magic Resistance

The seraph has advantage on saving throws against spells and other magical effects.

Seraphic Weapons

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).

Actions

Multiattack

The seraph makes three attacks, only one of which can be a bite.

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.

Claw

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 9 (2d8) radiant damage.

Tongue

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.

Swallow

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.