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Genie, Seraph

Large elemental (genie), neutral good

Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft., fly 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 15 (+2) 15 (+2) 19 (+4)

Saving Throws Intelligence +5, Wisdom +5
Skills Arcana +5, Deception +7, Insight +5, Perception +5
Damage Vulnerabilities cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common, Ignan; telepathy 100 ft.
Challenge 7 (2,900 XP)

Special Traits

Actions

  • Multiattack. A seraph genie makes three Scimitar attacks.
  • Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage.
  • Fire Burst (recharge 5–6). The seraph genie emits a blast of elemental fire in a 30 foot radius. All creatures in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed saving throw, or half as much on a successful one.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene