No silêncio antigo da catedral partida,
ergue-se o anjo feito de vitral,
costurado por luzes esquecidas
e pelas orações que o mundo não ousou guardar.
Cada asa — um lamento quebrado,
cada pena — memória em tom de ouro e sangue,
e o coração, ardendo no centro do peito,
é um sol que não conhece noite.
Do alto, a claridade perfura o tempo,
como dedos divinos recolhendo cacos,
e o ser ascende — não por glória,
mas pela persistência do que resta.
O chão treme.
As janelas choram suas cores.
A poeira dança como coroações em suspenso.
E no pequeno painel,
o rosto — imóvel, sereno —
carrega o infinito de quem foi moldado
por tudo o que se quebrou.
Assim nasce o guardião de luzes,
não de carne, mas de fragmentos:
um testamento de que até o que se parte
pode aprender a voar.
___
SHATTERED SERAPH
Large Construct (Celestial), Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 240 (32d10 + 64)
Speed 30 ft., fly 40 ft. (hover)
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STR 20 (+5)
DEX 14 (+2)
CON 15 (+2)
INT 16 (+3)
WIS 22 (+6)
CHA 24 (+7)
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Saving Throws Dex +7, Wis +12, Cha +12
Skills Insight +12, Perception +12, Religion +9
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, psychic
Condition Immunities charmed, frightened, blinded, exhaustion
Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 22
Languages Celestial, understands all languages (resonance)
Challenge 18 (20,000 XP)
Proficiency Bonus +6
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TRAITS
Body of Living Stained Glass.
The Seraph doesn’t require air, food, drink, or sleep. When it takes damage that reduces it below half its hit points, fragments scatter outward. Each creature within 10 feet takes 5 (1d10) slashing damage.
Refracted Light.
When the Seraph takes radiant damage, it has advantage on its next attack roll.
When it takes necrotic damage, it gains resistance to necrotic damage until the end of its next turn.
Relentless Glow.
The Seraph cannot be made invisible and ignores magical darkness entirely.
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ACTIONS
Multiattack.
The Seraph makes two Glassblade Strikes and one Prismatic Blast.
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Glassblade Strike.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 36 (5d10 + 9) slashing plus radiant damage.
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Prismatic Blast.
Ranged Spell Attack: +13 to hit, range 60 ft., one target.
Hit: 18 (4d8) radiant damage.
---
Choir of Shards (Recharge 5–6).
The Seraph releases a wave of cutting glass and holy radiance.
Each creature within 30 feet must make a DC 20 Dexterity saving throw.
Failure: 70 (8d10 radiant + 6d6 slashing)
Success: Half as much.
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LEGENDARY ACTIONS
The Shattered Seraph can take 3 legendary actions, choosing from the options below. Only one option may be used at a time, and only at the end of another creature’s turn. It regains all spent legendary actions at the start of its turn.
Fragment of Light.
The Seraph makes a ranged energy attack: +13 to hit, 12 (3d8) radiant damage.
Glass Gust.
Creatures within 10 feet must make a DC 20 Dexterity save, taking 10 (3d6) slashing damage on a failure.
Luminous Glide (Costs 2 Actions).
The Seraph moves up to 20 feet without provoking opportunity attacks, leaving behind a trail of glowing light that illuminates 10 feet for 1 round.
---
ASCENSION FINAL (Death Burst)
When the Seraph is reduced to 0 hit points, it erupts in a column of holy light.
Allied celestials within 30 feet regain 25 (5d8) hit points.
Hostile creatures within 30 feet take 25 (5d8) radiant damage.
Its body dissolves into pure light, preventing resurrection by non-divine means.


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