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ECHOES OF THE SERAPHIM

Level Scaling
8 – 20

Face the haunting cries of the celestial seraphim in this


easy-to-run adventure + epic lair boss fight

Liber Obscura 010


“The path to redemption is a treacherous journey walked alone,
each step resonating with the sorrow of a thousand sins."

CREDITS
Writer/Designer: Alexander H. Dovermann Produced by: Bestiarum Games
his module can be run as a one-shot blight. The party must delve into the cathedral
or as part of a persistent dark fantasy and unveil its mysteries to cleanse whatever

T campaign using Bestiarum’s Path of


Penitence (PoP) system. Creatures
and items marked with an asterisk (*)
are new. Their information can be
foulness has taken hold here.

GM Information. At the heart of the cathedral


lies its greatest secret and most terrible curse:
found at the end of the adventure. a chained seraph. This alien being of such
overwhelming presence, is so profound that
Tier III. This adventure scales in difficulty mortals who witness it are mentally and
based on your party’s Average Party Level spiritually broken, their sanity eroding
(APL). Use the following table to determine instantaneously. A millennia ago, this seraph
the appropriate difficulty for your party. If your descended from the heavens to pass judgment
party finds the scenario too easy or hard, you upon humanity, turning nearly everyone within
can shift difficulties, even mid adventure! the cathedral into lifeless stone.
Long ago, an army of devas, guardians of
ADVENTURE DIFFICULTY the celestial balance, saw the seraph’s descent
and attacked it, recognized it as an immense
Difficulty APL danger to the world's equilibrium. They
imprisoned it in the cathedral for eternity, and
Hard 8 – 10 now circle invisibly above, ever watchful,
guarding the cathedral’s twin bell towers. If
Nightmare 11 – 13 both bells were to ring, their resonance would
shatter the chains binding the seraph and
Torment 14 – 16 release it upon the world once more.
Those few humans who witnessed the
Hell 17 – 20 seraph’s descent and were immune to its
effects, became fervent zealots. Already
teetering on the brink of madness, and blind
Adventure Introduction with unwavering faith, they interpreted the
The Cathedral of Echoes, once a beacon of seraph's actions as divine will, and over time,
holiness, now stands forsaken in a desolate they formed the Cult of Dogma, their sole
realm. Its magnificent architecture and once- purpose to free the seraph and unleash its
hallowed grounds lie in ruin, and throughout judgment upon the entire world.
its cavernous halls, ethereal whispers believed
to be the cries of celestial seraphim, resonate. Starting the Adventure
Few who venture inside return, and those who To begin this adventure, the party should have
do emerge broken, weeping half-crazed pleas some understanding of the information
for their souls. This place, once considered the provided in the Adventure Introduction section
holiest of places, is now regarded as a cursed general text but should have limited or no
2 Liber Obscura 010 – Echoes of the Seraphim
knowledge of the GM specific information. Opening Script
They should aim to free the cathedral from the
To start the adventure read this script.
clutches of whatever powerful being is housed
within, but not fully understand the task set
before them. Perhaps they’ve heard stories of As you approach the Cathedral of Echoes, you
a fallen angel, or a devil chained within. While find the once-glorious structure standing
no tale should reveal the entirety of the defiantly against the ravages of time, its
cathedral's secrets, they may hint at some spires piercing the sky like silent sentinels,
clues within; petrified statues of the former ivory-hued bell towers glinting off the golden
parishioners, or a dark cult that operates light of the setting sun. The bleak and
inside, their goals mysterious and unknown. desolate landscape around the divine
structure only amplifies its sheer presence,
giving it the feeling of a haunted spectacle, a
Suggested Hooks: lonely relic of a bygone era. The towering
To begin the adventure, you can use one of
entrance doors, intricately gilded with scenes
these suggested hooks or write your own.
of holy rapture, hang slightly ajar, hinting at
• A nearby city council urgently enlists the
the shadowed interior beyond.
party after hearing the cult is close to As you prepare to enter, you hear the
awakening an ancient terror within the faintest echo of an ethereal lamentation, an
cathedral. otherworldly melody that whispers into the
• The party runs into conflict with the Cult recesses of your very soul. An apprehension
of Dogma. On a slain cultist they find a creeps into your mind. Your heartbeat
cryptic note indicating a "divine being" quickens and you feel a suffocating fear settle
which they seek to unchain and pass into your lungs, a primal anxiety that makes it
judgment upon the world. difficult to breathe. You fight to suppress your
• A party member has recurring dreams instincts and prepare to head inside.
pointing to the cathedral's looming threat
and believes the party is destined to face it.

Path of Penitence. If you are running a PoP


campaign, any of these hooks may be used to
kick off the adventure. The Penitent Crusade
may have taken an interest in these affairs and
assigned this mission, or the party may be
following leads out of their own volition.
Location. The adventure can take place in
any of the dioceses of the Azerain Empire,
though it will most naturally take place in the
West or South where grand cathedrals are
most prominent.

Liber Obscura 010 – Echoes of the Seraphim 3


4 Liber Obscura 010 – Echoes of the Seraphim
CATHEDRAL OF ECHOES Scattered about the ground is discarded
cultish paraphernalia — tarnished silver
The Cathedral of Echoes is the focal point of chalices with dried crimson residue,
an ever-raging war between the sacred and ceremonial robes embroidered with a
profane, a battlefield between heavenly deva yellow eye, incense burners emanating a
imprisoning the seraph and the Cult of Dogma lingering sulfurous aroma, and crudely
fighting to free it. Signs of the struggle are inscribed ritualistic runes on fragmented
evident, with traces of the cult's activities in parchment — hints at a recent ceremony.
the lower areas of the cathedral and the deva
circling above, guarding the bell towers to
prevent the anyone from ringing them. 1a) Left Fountain
At the far end of the gallery, on the left, is a
Map Areas ruined fountain, its once-filled basin now dry
The map of the Cathedral of Echoes is and empty. Smeared across its stones in dried
represented by the following areas. blood is a cryptic message: "When twin bells
toll, heaven’s chains will break, and judgment
be delivered upon the wicked." The ominous
1) Main Gallery
message warns of the cult's plans and hints
Upon entering the cathedral, the vast expanse about how to free the seraph.
of the main gallery stretches before the party.
Read this script.

You enter into the cathedral, stepping into a


magnificent chamber with vaulted ceiling
reaching into the heavens above. Stretched
across the marble ground are rows upon
rows of ancient wooden pews, worn by the
weight of countless prayers. They face
forward in organized lines to a grand chapel
at the end of the hall.
The once vibrant stained-glass windows
lining the cathedral’s grand walls have
become dull, their luminance choked by
centuries of neglect. Golden light, hued pink
and green and crimson by the old panels of
glass, still manages to filter in through the
accumulation of dust and cobwebs.

Liber Obscura 010 – Echoes of the Seraphim 5


1b) Right Fountain Before you is a celestial being radiating an
This fountain on the right side of the gallery immense, natural power. Its form is bound in
mirrors the left. Another message is scrawled stasis by giant, heaven-forged rings, rotating,
here, also written in blood: "Hearts of sin shall and interlocking in an intricate dance. Its
turn to stone in the gaze of the holy." This presence is both magnificent and terrifying,
cryptic phrase serves as a warning, hinting at an enormous mass of frozen limbs
the petrifying power of the seraph’s eye surrounding a singular, piercing eye. Though
cherub minions. its body is frozen, the giant eye still turns in
its socket, watching you as you make your
way around the room, bearing down upon
your soul with the weight of countless
millennia.

The Seraph. The seraph is an otherworldly


being so strange and so alien that it is hardly
comprehensible to mortals. While imprisoned,
it is immune to all damage or effects. I can
speak telepathically in any language, yet it will
refrain from doing so. It has existed for
millennia and shall exist for eternity after.
Even when its physical form is destroyed, it
shall return once more, perhaps months from
now or perhaps eons. The passing of ages and
the group of mortals that is the party, is of
absolutely no consequence to it, and it regards
2) Chapel of the Seraph them as one may regard a small insect. It will
As the party steps through an ornate archway, not deign to communicate with the party and
they find themselves in a chapel where the seeks only to pass judgment on mortal kind,
imprisoned seraph is housed. Read this script bringing about the ruin of all.
as they enter.
Freeing the Seraph
As you enter the cathedral’s main chapel, the To free the seraph, the party must ring the
ethereal lamentations grow stronger, echoing cathedral’s two bells, one housed in the left
throughout the forlorn halls and raising the bell tower (area 4) and the other in the right
hairs on your body. You nearly drop to your (area 6). The clue written by cultists in area
knees as you enter the chapel, overcome by a 1a, hints as much. However, the belfries are
vision so awesome you can barely stand. protected by armies of deva that seek to
prevent anyone from freeing the seraph.

6 Liber Obscura 010 – Echoes of the Seraphim


3) Left Sacristy The Bell. This bell tower contains one of the
two bells that must be rung to unbind the
This sacristy is a small room. The heavy scent
seraph in the cathedral below.
of incense hangs in the air, melding with the
fainter undertone of old books and parchment.
Researching tomes and ancient texts within
are some members of the Cult of Dogma. The
Ringing the Bells
party may surprise them as they are busy The party must ring two bells, one in each of
the bell towers in areas 4 and 6, to free the
delving into ancient records to find clues of
seraph before they can fight it.
magic or weapons to use in the fight against
the devas imprisoning the seraph.
First Bell Tower
CULT ENCOUNTER (LEFT SACRISTY) Read this script as the party finishes
ascending their first bell tower, whether it is
Difficulty Enemies the right or left.

Hard 1 knight and 1 mage


You finish climbing the winding stairs of
the bell tower, circling the countless times
Nightmare 2 knights and 1 mage
before coming at last to a grand belfry. A
great bronze bell stands in silent vigil,
Torment 2 knights and 2 mages hanging at the center of the tower, its
surface a canvas of intricate symbols of
Hell 3 knights and 3 mages devotion and faith, now masked by layers
of grime and tarnish.
Through arched windows is a
Cathedral Keys. One of the enemies here
breathtaking view outside. The world
should carry a set of keys which can be used to below has fallen away into miniscule
unlock any of the locked doors throughout the detail. Rugged hills rolling into jagged
cathedral. The party may steal the keys or kill valleys, scattered specks of villages and
the cultists to take the keys from them. towns, all small enough to cuff in the
palm of your hand. Yet something odd
4) Left Bell Tower captures your eye. In the skies high
A long spiraling staircase winds its way above, mysterious silvery shimmers catch
the golden light of the sun, dancing
upwards three hundred feet, an exhausting
gracefully in mesmerizing patterns, a
physical hurdle to scale. Yet at the top is the
ballet of twinkling silver weaving in and
first of the cathedral’s twin belfries, and one of
out of one another. Yet what such a
the bells which must be rung to free the
spectacle may be, you have no idea.
seraph below.

Liber Obscura 010 – Echoes of the Seraphim 7


When the first bell is rung, read this script. Second Bell
Then, run a combat encounter at the top of
To ring the second bell, the party should not
the bell tower, a narrow and confined space,
cross over outside of the cathedral’s exterior.
elevated hundreds of feet in the air, with a
If they attempt to do so, more guardians
number of celestial guardians attacking the
should continue to materialize and attack
party depending on the adventure difficulty.
them until they are forced back to retreat.
Instead, the party should be encouraged to
As the resonant toll of the bell rings find a path to the second bell within the
throughout the cathedral, the golden cathedral, such as through the undercroft
sunlight of the sky shifts. The silvery stairs (area 8), the secret wall in the right
threads dancing in the air sparkle and sacristy (area 5), or by clever magical means.
whirl, creating a mesmerizing spectacle, Bell Guardians. The second bell should be
almost as if the very heavens are guarded by the same number and types of
responding. enemies faced at the first bell. However, this
From these shimmering slivers, a time the celestial guardians will be ready and
being forms — a strange, ethereal form waiting for the party, to prevent them from
stepping forth as if from thin air. It is a ringing the second bell.
twisted angel, a radiant guardian of the The Seraph. When the second bell is rung,
unknowable heavens. Stepping forward, it the seraph will be freed. Read this script, then
pitches its wings back, drawing a proceed to the next chapter, the Seraph Boss
gleaming weapon as it dives forward to Encounter.
strike. "Stop!" it commands, its voice
resonating with divine authority, "You
As the haunting peal of the second bell
know not what it is you do!"
fills the cathedral, a profound stillness
settles over the place. From the depths
BELL ENCOUNTER under you, a low rumble grows. The
ground vibrates suddenly, the very walls
Difficulty Enemies of the cathedral shaking as a shockwave
of energy erupts from the structure below.
Hard 1 deva The air is filled with a hundred shrieks
as the mass of shimmering slivers
Nightmare 1 planetar materializes into their angelic forms, the
winged bodies of countless guardians
falling from the air, their bodies crumpled
Torment 2 devas
and broken, their lifeless corpses raining
down upon the grounds below. You shake
Hell 1 deva and 1 planetar
with horror and the understanding that

8 Liber Obscura 010 – Echoes of the Seraphim


The layout of the room mirrors the left
the imprisoned seraph below is no longer sacristy, with the exception that there is no
bound, its chains broken by the ringing of door leading to a bell tower where one may be
the bells. You must put an end to it or try, expected. Instead, there is a simple stone wall.
for all existence hangs in the balance. If the party has explored area 4, they may
become suspicious as the layout suggests that
there would be a door in this room leading to
5) Right Sacristy that bell tower, driving them to investigate
closer.
This sacristy is set behind a locked metal
The room is filled with crates marked with
door. The door can be opened automatically
the cult’s yellow eye. The party may conduct
by using the keys found on the cultist in area
an Intelligence (Investigation) check to
3, picked by using thieves’ tools and a making
search for supplies or clues, finding all results
a DC 15 Dexterity check, or smashed open by
they roll high enough to score on the Sacristy
making a DC 20 Strength check.
Investigation Results table.

Liber Obscura 010 – Echoes of the Seraphim 9


SACRISTY INVESTIGATION RESULTS iris of angels.” Written by the Cult of Dogma,
this is clue hints at the petrifying power of the
Score Item/Information Discovered seraph’s cherubim minions.

25+ A section of the wall is less worn


than the rest. A closer look reveals
a concealed doorway. It can be
smashed in with a DC 20 Strength
check, revealing a secret door the
right bell tower, area 6.

15+ 1d4 potions of superior healing are


found stored away in various
wooden crates.

10+ 40d100 gp is found stored away in


various leather pouches.

6) Right Bell Tower


This bell tower is a mirror of the left bell 8) Undercroft Stairs
tower, area 4. However, it is only accessible by
Mirroring the chapel of reflection is another
an undercroft passage starting in area 8, or a
small room, a narrow and dimly lit chamber
hidden door in the right sacristy area 5.
locked behind a solid metal door. The door
can be opened automatically by using the keys
Ringing the Bell. This bell tower contains one
found on the cultist in area 3, picked by using
of the two bells that must be rung to unbind
thieves’ tools and a making a DC 15 Dexterity
the seraph in the cathedral below. To review
check, or smashed open by making a DC 20
what happens when the bells are rung, read
Strength check.
the Ringing the Bells rules detailed earlier.
The room is empty, save for a stairwell in
the floor that descends down into darkness.
7) Chapel of Reflection The stairwell serves as the entrance to a long
This small room is a place of calm and undercroft passage that spans the entirety of
introspection. A series of elegantly crafted the cathedral’s underbelly. As the party
mirrors line the walls, each one reflecting the descends the stairs, read this script.
images of the party back to themselves. Across
the surfaces of the mirrors, a pictogram of an
open eye painted in yellow, and a message has
been scrawled in blood: "Judgment rests in the

10 Liber Obscura 010 – Echoes of the Seraphim


Combat Area. The undercroft tunnel is 30
Descending the stairwell, an oppressive
feet wide and cluttered with debris and
darkness envelops you. At the bottom of the
obstacles. Crates and barrels painted with the
stairs, you find a long corridor stretching
yellow eye emblem of the Cult of Dogma are
onwards, cluttered with crates and boxes.
Each bearing a pictogram of a yellow eye piled high against the walls. The tunnel is also
painted in yellow. filled with stone statues of various people,
Walking cautiously ahead, an eerie sight forever frozen in moments of horror and
begins to unfold. Throughout the corridor are despair, a grim testament to the seraph’s
row upon row of stone statues. Men, women, original descent from the heavens. A few eye
children—all frozen in palpable horror. Eyes cherubs flit about, servants of the seraph and
wide, some desperately attempting to cover supporting the cultists. These cherubs are
their faces, others clawing at their eyes as if grotesque, large eyeballs with wings, always
trying to rid themselves of a vision too watching, ready to turn their enemies to stone
horrible to bear. with a haunting gaze or blast them with beams
Your reflection on these horrors is cut of radiant energy.
short. From the shadows, several cultists After the Fight. The party can continue
lunge forward, their blades glinting. Behind through the underground passage, emerging
them, you hear a soft flutter of feathers as a from the undercroft into the cathedral’s right
large eyeball on wings emerges from the bell tower, area 6.
darkness behind them. One of the cultists
cackles maniacally, "Open your eyes!"

UNDERCROFT ENCOUNTER
Difficulty Enemies

Hard 1 eye cherub*, 1 knight, and 1


mage

Nightmare 2 eye cherubs*, 3 knights, and


1 mage

Torment 2 eye cherubs*, 4 knights, and


1 mage

Hell 3 eye cherubs*, 6 knights, and


2 mages

Liber Obscura 010 – Echoes of the Seraphim 11


SERAPH BOSS ENCOUNTER Encounter Map
The map of the Chapel of the Seraph is
Once the party rings the two bells, the seraph represented by the following areas.
will be free. The next time the party returns to
the main chapel area 2, it will be waiting for
1) Lower Level
them, beginning an intense boss fight. Read
this script as the party returns. The ground floor is scattered with remnants of
the seraph’s shattered prison and its altar,
which may grant half cover.
In the main chapel, you see metal remnants
of the seraph’s prison, scattered about the 2) Upper Level
ground. Upon the altar where it was once
bound, it has been freed, now rising — a Perched 45 feet above, the mezzanine offers
grotesque mass of arms spiraling around a an elevated platform above the ground, and
singular, enormous eye that rotates to focus may allow the party to split up, ensuring they
on you. The whispered divine lamentation are not all within reach of the seraph’s attacks,
echoing through your soul grow into a though they may be more easily picked off by
crescendo. Every instinct urges you to flee, eye cherubs during the fight.
but you hold fast and prepare for the fight.

12 Liber Obscura 010 – Echoes of the Seraphim


Liber Obscura 010 – Echoes of the Seraphim 13
Encounter Mechanics LOOT TABLE
One seraph should start the fight atop the 4d10 Item Discovered
central altar in area 1 where it was once held
prisoner. It can stay on the ground or climb to 32+ Cherub Eye Charm* (very rare)
the upper level but should aim to maximize its
attacks by positioning itself and striking where 1 – 27 Nothing
it will deal the most damage, relying on the
eye cherubs that it can summon to disable
critical party members. Ending the Adventure
Cherub Spawning. For this fight, the
After the enemies are defeated, the party will
cherubs can enter the battle per the seraph’s
have slain the seraphim and it will no longer
ability mechanics, or you can have them enter
haunt this world, at least not in their lifetimes.
through the open doors on the upper area 2 or
They may take a well-deserved rest, knowing a
anywhere else it may be a cinematic and
great evil has been uprooted from the world.
interesting place to spawn, creating hazardous
Perhaps they will have made new enemies in
locations for the party throughout the map.
the Cult of Dogma, who will have seen their
The more places the cherubs filter in from, the
actions as sacrilegious, harming their most
more the party must stay on their toes and
sacred deity. The cult would stop at nothing to
work together to handle the threat.
have their revenge or find a way to bring their
seraph idol back to life.
Loot. If the party is victorious, they may roll
4d10. Based on the cumulative roll score, they
find the item corresponding to the highest
score they reach. Add a bonus to the
cumulative roll score depending on the
adventure difficulty level.

Difficulty Loot Roll Bonus

Hard +0

Nightmare +1

Torment +2

Hell +3

14 Liber Obscura 010 – Echoes of the Seraphim


MONSTERS & NPCS
Eye Cherub
Eye Cherub The eye cherub is a nightmarish creature, an
Small celestial, lawful neutral
abomination of the heavens as horrendous as
Armor Class 13 (natural armor) the devils that emerge from the hells below. Its
Hit Points 38 (7d6 + 14) slow movement and diminutive form belays a
Speed fly 20 ft.
hidden threat. The unwavering gaze from its
STR DEX CON INT WIS CHA piercing iris has the ability to petrify victims,
6 14 14 6 12 8 and to emit a radiant beam, scorching those
(-2) (+2) (+2) (-4) (+1) (-1) unfortunate enough to be caught in its path.
Skills Perception +5 Though manageable in small numbers, eye
Damage Resistances radiant cherubs are a force to be reckoned with when
Condition Immunities petrified they flock together in large numbers.
Senses darkvision 60 ft., passive Perception 15
Languages –
Challenge 1 (200 XP)

Immutable Form. The eye cherub is immune to


any spell or effect that would alter its form.

Actions:
Petrifying Iris. The eye cherub targets one
creature it can see, and which can see it, within 30
feet. The creature must make a DC 11 Constitution
saving throw. On a failed save, the creature
magically turns to stone and is petrified. It may
repeat the saving throw at the end of each of its
turns. On a success, the effect ends. If a creature
is brought to 0 hit points while affected, it
permanently becomes a stone statue, and the
effect of the petrification cannot be undone.

Radiant Beam. The eye cherub emits a beam of


radiant energy in a 30-foot line that is 5 feet wide.
Each creature in that line must make a DC 13
Dexterity saving throw, taking 10 (3d6) radiant
damage on a failed save, or half as much damage
on a successful one.

Liber Obscura 010 – Echoes of the Seraphim 15


Seraphim
A seraph's lair is always found in sanctified
BOSS PHASES
places, often grand cathedrals, basilicas, or Difficulty Phases
ancient holy grounds. However, these sites
bear the scars of the seraph's descent from the Hard Phase 1
heavens — a violent purging of sin, leaving
behind a landscape marked by charred Nightmare Phases 1, 1.5
remains, scorched earth, or petrified bodies of
the condemned. Such places are not so much Torment Phase 1, 2
sanctuaries of worship as they are grim
reminders of cruel inhumanity of heaven’s
Hell Phase 1, 2, 3
wrathful judgment.

Lair Actions Phase 1.5 (CR 20 / 25,000 XP)


When the seraph is reduced to 0 hit points the
On initiative count 20 (losing initiative ties),
following happens. This effect cannot happen
the seraph can take a lair action to cause one
more than once per day.
of the following effects:
• Hit Points. It is restored to half hit points.
• Divine Lamentation: The seraph can
• Divine Requiem. The seraph’s Divine
choose any number of creatures within
Lamentation lair action now increases the
250 feet to be affected by a song of divine
strength of the song by +2.
judgment that surrounds it; a whispering
• Legendary Actions. The seraph can take
lamentation that grows and swells,
4 legendary actions per round.
piercing through the very soul. When
combat begins, the strength of the song
starts at 1. Each time this lair action is Phase 2 (CR 22 / 41,000 XP)
used, the strength of the song increases by When the seraph is reduced to 0 hit points the
following happens. This effect cannot happen
+1 and then all affected creatures must
make a Wisdom saving throw with DC more than once per day.
equal to the strength of the song. On a • Hit Points. It is restored to full hit points.
• Divine Requiem. The seraph’s Divine
failure, they gain 1 level of exhaustion.
Lamentation lair action now increases the
strength of the song by +2.
Boss Phases
• Legendary Actions. The seraph can take
This boss has phases that increase its CR. You 4 legendary actions per round.
should run the phases for the appropriate
adventure difficulty based on the following
Boss Phases table. “Phase 1” refers to the
normal monster statblock and lair actions as
written.

16 Liber Obscura 010 – Echoes of the Seraphim


Phase 3 (CR 25 / 75,000 XP) using its abilities and positioning to find some
When the seraph is reduced to 0 hit points the protection or control incoming damage. Its
following happens. This effect cannot happen approach to combat is methodical, employing
more than once per day. its Divine Lamentation lair action and
• Hit Points. It is restored to half hit points. cherubim to wear down foes over time. Its
• Divine Requiem. The seraph’s Divine objective is to outlast and outmaneuver its
Lamentation lair action now increases the adversaries rather than overpower them.
strength of the song by +3.
• Legendary Actions. The seraph can take
5 legendary actions per round.

Combat Tactics
The seraph, while formidable in combat, has
relatively low damage capabilities. It relies
heavily on its high defenses and resilience,
attempting to drag out battles until its Divine
Lamentation exhausts its enemies to death or
its cherubim flock grows into a deadly mass.
As more and more cherubs swarm into
combat, parties that are unable to stem their
tides will quickly succumb to their petrifying
gaze, losing their critical combat actions as
their key members are turned to stone and
taken out of the fight.
The seraph uses its innate spellcasting
abilities strategically to bolster its defenses
and manipulate the battlefield. It seeks to
protect itself with spells like shield of faith,
while using command to isolate or hinder key
threats, or force them to open their eyes and
make themselves vulnerable to its cherubs’
petrifying gaze. The seraph is difficult to pin
down due to its ability to use thunderwave or
freedom of movement followed by additional
movement from its Rush ability.
The seraph is not afraid of anything and
will not run. It will engage in melee combat,
but it will not expose itself to undue risk.
Instead, it will maintain a calculated offense,

Liber Obscura 010 – Echoes of the Seraphim 17


At will: bless, command, guiding bolt, shield of
Seraph faith, thunderwave
Huge celestial, lawful neutral 2/day each: freedom of movement, hold person
Armor Class 18 (natural armor) 1/day each: dominate person, dispel magic
Hit Points 243 (18d12 + 126)
Speed 40 ft., climb 40 ft. Magic Resistance. The seraph has advantage on
saving throws against spells and other magical
STR DEX CON INT WIS CHA effects.
22 16 24 18 20 22
(+6) (+3) (+7) (+4) (+5) (+6)
Actions
Saving Throws Con +12, Wis +10, Cha +11
Fist. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Skills Perception +10
one target. Hit: 22 (3d10 +6) bludgeoning damage
Damage Immunities radiant; bludgeoning,
plus 9 (2d8) radiant damage.
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified Legendary Actions
Senses truesight 120 ft., passive Perception 20 The seraph can take 3 legendary actions, choosing
Languages all, telepathy 120 ft. from the options below. Only one legendary action
Challenge 16 (15,000 XP) option can be used at a time and only at the end of
another creature's turn. The seraph regains spent
Angelic Weapons. The seraph’s weapon attacks are
legendary actions at the start of its turn.
magical. When the seraph hits with any weapon,
the weapon deals an extra 2d8 radiant damage
Rush. The seraph moves up to its speed.
(included in the attack).
Quick Cast. As a reaction, the seraph casts any of
its available spells.
Commander of Heaven. At the end of each of its
Call Cherub (Costs 2 Actions). The seraph
turns, the seraph can summon one eye cherub to
summons two eye cherubs to aid it in combat.
aid it in combat. These cherubs appear in an
These cherubs appear in an unoccupied space
unoccupied space within 60 ft. of the seraph and
within 60 ft. of the seraph and act on its
act on its initiative. There is no limit to how many
initiative. There is no limit to how many eye
eye cherubs the seraph may summon.
cherubs the seraph may summon.
Flurry (Costs 2 Actions). The seraph makes one
Immutable Form. The seraph is immune to any
attack with disadvantage against any number of
spell or effect that would alter its form.
creatures within range of its weapon.
Innate Spellcasting. The seraph's spellcasting
ability is Charisma (spell save DC 19, +11 to hit with
spell attacks). It can innately cast the following
spells, requiring no material components:

18 Liber Obscura 010 – Echoes of the Seraphim


ITEMS

Liber Obscura 010 – Echoes of the Seraphim 19

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