15 (natural armor)
114 (12d10 + 48)
walk 30 ft., fly 30 ft.
con +7, wis +5, cha +5
insight +5, perception +5
Radiant, bludgeoning, Piercing or Slashing damage from nonmagical attacks
Poison
Charmed, Exhaustion, Frightened, Poisoned
darkvision 120 ft.
all, telepathy 120 ft.
7
+3
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 (1d8) radiant damage (included in the attacks).
The seraph's spellcasting ability is Charisma (spell save DC 13). The seraph can innately cast the following spells, using only verbal components: • At will: detect evil and good, detect magic, light, thaumaturgy • 1/Day each: create food and water, suggestion
The seraph makes three attacks, only one of which can be a bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and 4 (1d8) radiant damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the seraph can't bite another target.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and 4 (1d8) radiant damage.
Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage and 4 (1d8) radiant damage, and the target is grappled (escape DC 15) 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.