High Seraph

High Seraph

Tier 4 Leader
Encounter BP cost
See Encounter page (depends on Minions / party size)
A divine champion, head of a hallowed host of warriors who enforce their god’s will.
Motive & tactics: Enforce dogma, fly, pronounce judgment, smite

Stats

Difficulty
20
Thresholds
37/70
HP
7
Stress
5
ATK
+8
Attack type
Physical
Standard attack
Holy SwordRange: Very CloseDamage: 4d10+10

Experiences

1
    Divine Knowledge+3

Features

5
Relentless (2)
Passive

The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Divine Flight
Passive

While the Seraph is flying, spend a Fear to move up to Far range instead of Close range before taking an action.

Judgment
Action

Spend a Fear to make a target Guilty in the eyes of the Seraph’s god until the Seraph is defeated. While Guilty, the target doesn’t gain Hope on a result with Hope. When the Seraph succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage. The Seraph can only mark one target at a time.

God Rays
Action

Mark a Stress to reflect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.

We Are One
Action

Once per scene, spend a Fear to spotlight all other adversaries within Far range. Attacks they make while spotlighted in this way deal half damage.