Seraph of the Quiet Verdict
Armor Class: 19
Hit Points: 252
Speed: 40 ft., fly 90 ft.
Saving Throws: constitution, wisdom, charisma
Skills: Insight +11, Perception +11, Persuasion +10, Religion +9
Damage Resistances: Bludgeoning (nonmagical), Necrotic, Piercing (nonmagical), Radiant, Slashing (nonmagical)
Condition Immunities: Charmed, Frightened, Exhaustion
Senses: truesight 120 ft., passive Perception 21
Languages: Common, Celestial, Infernal
Challenge: 16 (15,000 XP)
STR 20 (+5)
DEX 18 (+4)
CON 20 (+5)
INT 18 (+4)
WIS 22 (+6)
CHA 20 (+5)
Traits
- Angelic Weapons. The seraph's weapon attacks are magical. When the seraph hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
- Divine Awareness. The seraph knows if it hears a lie. It cannot be deceived by any effect that would alter its perception of the truth of a statement, though it can still be wrong about what a truthful speaker believes.
- Magic Resistance. The seraph has advantage on saving throws against spells and other magical effects.
- The Verdict Is Sealed. The seraph cannot be raised, resurrected, or restored to life by any creature other than the power that sentenced it. If it drops to 0 hit points it does not die: it kneels, silent and immobile, and rises with 1 hit point at the next dawn unless a creature spends a full minute speaking the reason it should not.
Spellcasting
Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks).
- Level 1. Guiding Bolt
- Level 2. Zone of Truth
- Level 3. Dispel Magic
- Level 4. Banishment
- Level 5. Commune, Flame Strike, Geas
Actions
- Multiattack. The seraph makes two Quiet Verdict attacks.
- Quiet Verdict. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 3d8 + 5 slashing damage. The blade has no edge and cuts anyway. The target takes an extra 18 (4d8) radiant damage, and if it has told a deliberate lie within the last hour it takes an extra 9 (2d8) psychic damage.
- Binding Writ. Ranged Weapon Attack: +11 to hit, range 60/120 ft., one target. Hit: 4d6 force damage. A line of unreadable script leaves the seraph's open hand and wraps the target. A creature hit by this attack is also restrained until it succeeds on a DC 19 Strength saving throw at the end of one of its turns.
- Pronounce Sentence (Recharge 5-6). Hit: 8d8 radiant damage. The target must succeed on a DC 19 Wisdom saving throw, taking half as much damage on a successful one. The seraph speaks one sentence in a language no listener knows and every listener understands. Each creature of its choice within 30 feet must make the save.
Bonus Actions
- Weigh the Soul. The seraph looks at one creature within 60 feet. It learns that creature's current hit points, and until the start of the seraph's next turn that creature has disadvantage on saving throws against the seraph's abilities.
- Wings of Record. The seraph flies up to half its speed without provoking opportunity attacks. Every creature it passes over hears one true sentence about itself.
Reactions
- Stay the Hand. The seraph raises one finger. The attacker must succeed on a DC 19 Wisdom saving throw or the attack automatically misses and the attacker cannot attack that same target again until the end of its next turn.
- Objection Noted. The seraph may reroll the saving throw with advantage. It must use the new result, and it cannot use this reaction again until it finishes a short or long rest.
Legendary Actions
- Verdict.
- Cite Precedent. The seraph names an offence it has judged before. One creature it can see within 60 feet must succeed on a DC 19 Charisma saving throw or be unable to take reactions until the end of its next turn.
- Descend in Judgement. The seraph flies up to its speed and lands. Each creature within 10 feet of where it lands must succeed on a DC 19 Dexterity saving throw or take 22 (4d10) radiant damage and be knocked prone.
Lair Actions
- Call to Order. The hall falls silent. Until initiative count 20 of the next round, no creature in the lair can cast a spell with a verbal component, and any creature that attempts to shout or call for help finds that no sound leaves it.
- The Scales Tip. Two brass pans descend from the dark ceiling. Each creature in the lair must choose one: take 11 (2d10) radiant damage, or grant the seraph advantage on attack rolls against it until initiative count 20 of the next round.
Regional Effects
- No Untrue Word. Within 1 mile of the seraph's hall, a creature that speaks a deliberate falsehood aloud hears its own voice repeat the true version a moment later, audible to everyone present. The effect cannot be suppressed by magic of 5th level or lower.
- The Docket. Within 3 miles of the hall, any creature that has knowingly caused a death dreams each night of standing in a queue. The queue is always shorter than it was the night before.