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Todays Angelic Choir are the Seraphim, the highest of Angels. Even the ordinary kind of Seraph is something to make Demon Princes tremble. Although they almost never visit the mundane world, the Seraphim are among the most powerful patrons of Good.

SERAPH

NO. ENCOUNTERED: 1
SIZE: Large (15′ Tall)
HD: 20 (d8)
MOVE: 120′ (fly)
AC: 30
ATTACKS: See below
SPECIAL: Magic Weapons To Hit, Deepvision, Electricity Resistance (Full), Fire Immunity (Full), Sonic Immunity (Full), Immune to Poison and Emotion-affecting Magic, Nimbus of Holy Light, Purifying Touch, Virtue of Humility, Covenant of Humility, Spell Resistance 17, Spell-like Abilities
SAVES: M+P
INT: Deific
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE: 20
XP: 40850+20

A Seraph (the plural form is Seraphim) belongs to the most exalted choir of Angels, and will almost never be seen in the mundane world. Seraphim function as the personal advisers and ministers of the Lord of Hosts. Even the common Seraphim are too powerful to be ordinarily called by mortals. Only at the direct command of the Lord of Hosts do the Seraphim leave Heaven, and even then only for very short periods of time.

Very few mortals who have encountered a Seraph have actually seen them in their true form, because the Angels’ natural bodies shine so brightly they are nearly impossible to look at. Those few who have been able to behold them report that a Seraph seems to have two different forms. The first form is that of a 15 foot tall, human-like figure with six feathered wings, two of which are folded around the torso, two of which seem to hang down to cover the lower body, and two of which are used for flight. The second form is that of a serpentine creature seemingly made of solid light, with six bird-like wings that also seem to be made of light. In either form a Seraph radiates a searing white illumination, and never seems to actually touch the ground.

In either of its natural forms, a Seraph is always accompanied by a sound of high-pitched, droning music. Even when not actually addressing anyone, a Seraph will continually chant a of phrase of three repeated words that translates as “Holy, Holy, Holy”. Indeed, Seraphim communicate solely by song, imparting a melody to everything they say. Their voices are profound and echoing, unlike those possessed by any mundane creature.

Despite their exalted status, incredible power, and glorious appearance, the Seraphim are humble, utterly unselfish beings. In fact, their constant chant of “Holy, Holy, Holy” is a hymn of praise for the Lord of Hosts. Seraphim will accept no praise or honor for themselves, telling all who offer such to direct their gratitude and worship to the God whom the Seraphim serve.

It is said by many Sages that the Luminous Devils are former Seraphim who lost their Humility and became possessed by Pride. So exalted are the Seraphim, say these sages, that even in their fallen state the Luminous Devils retain a glimmer of their former angelic glory. Whatever the truth, Seraphim do seem to take a particular interest in undoing the schemes of the Luminous Devils, although they usually do so through intermediaries.

Some Sages also speculate regarding a possible connection between the Seraphim and the Couatls, as well as the Gold Dragons.

Combat: Seraphim do not engage in hand-to hand combat. In fact, their Nimbus of Holy Light makes it difficult for most creature to even get close enough to fight them with melee weapons. Anyone so stupid as to actually attack a Seraph will find that the Angel first teleports some distance away, and then unleashes a bombardment of fearsome spell-like abilities. Typically, the Seraph will then use Shout, or pronounce a Power Word, before moving onto creating a Fire Storm or Chain Lightning.

Nimbus of Holy Light: A Seraph in his natural form constantly radiates searing light with an effect equal to a perpetual Sunburst spell. Thus, any non-Angelic creature within 50′ must save versus Dexterity (challenge Level 20) or suffer 3d6 points of damage, and be permanently blinded. Those who Save avoid blindness, and suffer only half damage. Evil, or naturally nocturnal, creatures suffer double damage. Undead suffer 23d6 damage, and things like Vampires are instantly destroyed without a Saving Throw. The Angel always possesses this Nimbus of Holy Light when in either of his natural forms, but can also freely unleash or suppress it (in addition to another action for that round) when in any other shape as well.

Purifying Touch: The physical touch of any part of a Seraph’s body (in any form) has a differing effect, depending upon a being’s Alignment.

Good creatures will enjoy the benefits of Atonement (as the spell), be Healed (as the spell), and have all Levels ever lost to Energy Drain restored.

Neutral beings will be given the opportunity to change to Good alignment without penalty (as per the Redemption function of the Atonement spell). If they do not change to a Good Alignment on the spot they will be burned for 3d8 points of damage. If a formerly Neutral being ever changes back to Neutrality (or becomes Evil) after becoming Good in order to avoid damage, they will instantly suffer all damage they had avoided by their conversion.

Evil beings will be burned for 6d8 points of Holy Fire, and must thereafter save versus Constitution (challenge Level 20) each round or continue burning and suffer an additional 1d8 points of Holy fire damage. A successful save ends the burning. Even Evil beings normally immune to fire will suffer this damage, with the notable exception of Luminous Devils.

All effects are in addition to any damage sustained from simply being within the Seraph’s Nimbus of Holy Light.

Virtue of Humility: The mere presence of Seraph within 100 feet instantly undoes any magically created pomp or worldly power, disrupts any powers that command or influence minds, and causes Evil beings to suffer a -6 modifier to their Charisma scores. Magical items that manipulate perceived social status or power (such as a Rod of Rulership) are permanently disenchanted by proximity to a Seraph. There is no Saving Throw against any of these effects.

Covenant of Humility: Mortal beings who encounter a Seraph and swear to serve Heaven in whatever tasks may thereafter be given to them; to renounce all honors, noble titles, and positions of worldly power; to free any slaves or servants they own; to dress modestly and simply; and to live on no more than 1 gold piece a day (anonymously giving the remainder to Good causes); can enter into a Covenant of Humility. Those within such a Covenant thereafter enjoy constant protection against mental manipulation equal to a Mind Blank spell. In addition, any contract the character had with a Luminous Devil is rendered null and void. Anyone in a Covenant of Humility can expect to be frequently visited by Guardian or Herald Angels who will assign the character holy Quests. Failure to uphold one’s end of a Covenant of Humility, or attempting to pervert its benefits for selfish ends, may cause the character to be visited by an Angel of Death, however.

Spell-Like Abilities: One at a time, at will: Chain Lightning (20d6), Commune, Control Weather, Fire Storm (20d6), Flame Strike (20d6), Hallow, Holy Word, Lightning Bolt (20d6), Mass Suggestion, Power Word Blind, Power Word Kill, Power Word Stun, Shout, Wall of Fire, Wall of Force. Once per day they can raise a Meteor Swarm. In common with all Angels, a Seraph can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Seven times a day a Seraph can Summon any other kind of Angel (none of which will be able to Summon more Angels). All spell-like abilities have an effective caster Level of 20.

Immune To Electricity: Like all Angels, a Seraph cannot be harmed by Lightning or Electricity. Additionally, they are immune to damage from Fire or Sound.

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