Lesser Avarice Seraph

Medium celestial, Neutral Evil

Armor Class

15 (natural armor)

Hit Points

105 (14d8 + 42)

Speed

walk 30 ft., fly 90 ft.

Saves

con +6, wis +5, cha +6

Skills

deception +6, insight +5, perception +5

Damage Resistances

Radiant, bludgeoning, Piercing or Slashing damage from nonmagical attacks

Condition Immunities

Charmed, Exhaustion, Frightened

Senses

darkvision 120 ft.

Languages

all, telepathy 120 ft.

Challenge

7

Proficiency Bonus

+3

Innate Spellcasting

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

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 attack).

Actions

Multiattack

The seraph makes three attacks.

Scimitar

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and 9 (2d8) radiant damage.

Tempting Call

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