5e SRD >Creatures >

Racked Seraph

Gargantuan construct, unaligned

Armor Class 17 (natural armor)
Hit Points 203 (14d20 + 56)
Speed 20 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 19 (+4) 2 (–4) 21 (+5) 22 (+6)

Damage Resistances fire, radiant
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned, prone
Senses blindsight 120 ft., truesight 120 ft., passive Perception 15
Languages understands all languages but can’t speak
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Burning Gaze. As a bonus action, the racked seraph can target one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 19 Constitution saving throw or catch fire. Until a creature takes an action to douse the fire, the target takes 16 (3d10) fire damage at the start of each of its turns.
  • Cleansing Burst (Recharge 5–6). As a bonus action, the racked seraph can emit magical, divine energy it has trapped. Each creature within 10 feet of the seraph not in its Soul Rack must make a DC 19 Constitution saving throw. The creature takes 18 (4d8) radiant damage and is blinded until the start of the seraph’s next turn on a failed save, or takes half as much damage and isn’t blinded on a successful one.
  • Cleansing Weapons. The racked seraph’s weapon attacks are magical. When the racked seraph hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
  • Immutable Form. The racked seraph is immune to any spell or effect that would alter its form.
  • Innate Spellcasting. The racked seraph’s spellcasting ability is Charisma (spell save DC 19). The racked seraph can innately cast the following spells, requiring no material components:
  • Magic Resistance. The racked seraph has advantage on saving throws against spells and other magical effects.
  • Soul Rack. When the racked seraph kills a creature, the creature must succeed on a DC 19 Charisma saving throw or its soul is trapped in the racked seraph until the racked seraph releases it as a bonus action or is destroyed. When a creature uses Incorporeal Movement to enter the racked seraph’s space, that creature must succeed on a DC 19 Charisma saving throw or be incapacitated and have its speed reduced to 0 until it is damaged or the racked seraph releases it as a bonus action. The trapped creature moves with the racked seraph.

ACTIONS

  • Multiattack. The racked seraph makes two slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage plus 18 (4d8) radiant damage.
  • Radiant Flame. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 27 (6d8) fire damage plus 27 (6d8) radiant damage.
  • Teleport (1/day). The racked seraph magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

ABOUT

To get around their limited capacity for reanimating celestials, Fiend Lords have taken to constructing golem-like monstrosities that use their feathers as a focusing core. Many celestials leave their feathers to mortals as symbols of hope, which fiends delight in subverting. Collected in great enough numbers, these feathers can be used to form a spiritual lattice to catch celestial power and turn it to fiendish purposes as a titanic engine of magical destruction. The necessary core to activate the lattice and make the monstrosity active is a pair of ashen angels (page 145) stretched across a rack of bones and celestial wings.

The Fiend Lords looked upon these semi-living engines of pure energy and found them a perfect means of clearing the leftovers of a battlefield, where lone heroes may rise or survivors may warn others of the oncoming destruction of the Underhell. Although no true celestial is bound within, the engine can use power not unlike theirs to eradicate lingering mortals after a fiendish army has moved on. They are unfeeling constructs, destroying all creatures they see in an area, be they mortal or fiendish.

Incorporeal Transport. Racked seraphs can carry incorporeal undead to support fiendish efforts, including damned soul swarms and ashen angels. They also carry trapped mortal souls meant to be used for the creation of damned soul swarms, wicked magic items, or other horrific ends.

Rampant Scouring. Once it is engaged in combat, only a fourth-circle fiend or Fiend Lord can command a racked seraph; it simply burns away all other creatures it encounters. Tragically, the awe-inspiring forms of the racked seraphs lead many mortals to believe they may have encountered salvation, only to find utter destruction. The Fiend Lords, of course, revel in the cruel irony.

APPEARANCE

A ring of dozens of large wings hangs in the air. Inside the ring, a mass of bones and skulls are fused into a lattice around a flaming, glaring eye.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin