15 (natural armor)
105 (14d8 + 42)
walk 30 ft., fly 90 ft.
con +6, wis +5, cha +6
deception +6, insight +5, perception +5
Radiant, bludgeoning, Piercing or Slashing damage from nonmagical attacks
Charmed, Exhaustion, Frightened
darkvision 120 ft.
all, telepathy 120 ft.
7
+3
The seraph's spellcasting ability is Charisma (spell save DC 14). The seraph can innately cast the following spells, using only verbal components: • At will: detect evil and good, detect magic, light, minor illusion, thaumaturgy • 1/Day each: identify, suggestion
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 attack).
The seraph makes three attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and 9 (2d8) radiant damage.
The seraph calls out a tempting promise to one creature that can hear it withing 30 feet. The creature must succeed on a DC 14 Charisma saving throw. On a failed save, the creature cannot take actions for 1 minute, as it dwells on the promise the seraph made. The target can repeat the saving throw at the end of each turn, ending the effect on a success. Each failed saving throw after the initial failure deals 9 (2d8) psychic damage to the target