Seraphina the Mirage Weaver

Medium Celestial (Fey), Chaotic Neutral


Armor Class: 15 (Natural Armor)

Hit Points: 102 (15d8 + 30)

Speed: 30 ft., Fly 60 ft. (hover)

Challenge Rating: 5 (1,800 XP)


STR DEX CON INT WIS CHA
10 20 14 18 17 22

Saving Throws: Dexterity +8, Wisdom +6, Charisma +9

Skills: Deception +9, Insight +6, Performance +9, Stealth +8

Damage Vulnerabilities: Radiant

Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: none

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft., Truesight 60 ft., Passive Perception 14

Languages: Understands Common, Celestial, and Sylvan but cannot speak; communicates through illusions and visions.


Spellcasting

Spellcasting. Seraphina the Mirage Weaver is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Seraphina has the following spells prepared:

Cantrips (at will): *Minor Illusion*, *Vicious Mockery*, *Thaumaturgy*

1st level (4 slots): *Charm Person*, *Disguise Self*, *Healing Word*

2nd level (3 slots): *Invisibility*, *Mirror Image*

3rd level (2 slots): *Fear*, *Sending*

**Special Notes:** Seraphina often casts *Minor Illusion* to create distracting visuals in combat or to confuse foes. She may use *Disguise Self* before engaging with unsuspecting travelers to appear more inviting. Her *Charm Person* spell serves as both an engagement tactic and a means to ensnare the nostalgic desires of those she encounters. In encounters, she will likely begin with illusions and charms to manipulate and test her opponents, utilizing her higher-level spells in response to threats or as final gambits.


Actions & Abilities

Multiattack: Seraphina makes two attacks with her Mirage Claws. Mirage Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 slashing damage. If the target is a Non-Mundane creature (defined as any creature with magical effects), they must succeed on a DC 15 Wisdom saving throw or suffer disadvantage on the next attack roll they make before the end of their next turn.

Illusory Mirage (Recharge 5-6): As an action, Seraphina creates an illusory terrain within a 60-foot radius centered on her. Creatures that enter or start their turn in this area must succeed on a DC 15 Wisdom saving throw or find themselves affected by the illusory environment. Effects: Difficult terrain appears safe (Creatures must spend extra movement to traverse). Safe terrain appears perilous (Creatures take 1d6 psychic damage if they attempt to traverse it). Allies of Seraphina within the area gain advantage on their next attack rolls.

Starlit Lure (Recharge 6): Seraphina targets one creature within 60 feet. The creature must succeed on a DC 15 Wisdom saving throw or become charmed for 1 minute. While charmed this way, the creature perceives Seraphina as a divine muse, unable to take hostile actions against her. The charm ends if Seraphina or her allies attack the charmed creature.

Harmonic Requiem (Recharge 3-6): As a legendary action (usable only once per round), Seraphina can unleash a wave of dread to target one creature within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage and be frightened until the start of Seraphina’s next turn.

Inspiration’s Call (1/Day): Seraphina emanates a wave of creative energy. All allies within 30 feet gain a +1 bonus to attack rolls and saving throws for 1 minute. However, if they commit an act of betrayal (defined by the DM’s discretion) during this time, the benefits turn against them, imposing advantage on enemy attacks until their next turn.

Desert Dancer (Rejuvenation): When Seraphina is hit by an attack, she can use her reaction to whirl into a cloud of sand, absorbing damage as she reappears in an unoccupied space up to 30 feet away. This ability can only be used once per round.

Quick Drift: Seraphina can move up to half her speed without provoking opportunity attacks.

Veil of Sand: Seraphina creates a whirlwind of sand around herself. Until the start of her next turn, she gains disadvantage on attack rolls made against her.

Illusionary Escape (Costs 2 Actions): Seraphina can teleport to an unoccupied space she can see within 30 feet and create an illusory copy of herself in her previous location until the start of her next turn. All creatures within 10 feet of the copy must succeed on a DC 15 Wisdom saving throw or be confused until the end of their next turn.

Damage Resistance: Seraphina has resistance to bludgeoning, piercing, and slashing from non-magical attacks.

Evasive Mirage: If Seraphina is targeted by a spell that requires an attack roll, she has advantage on the saving throw against the spell.


Appearance

Emerging from the shimmering dunes of twilight, Seraphina captivates with her ethereal form, standing at an impressive 6 feet tall. She possesses an elongated, slender silhouette that radiates elegance, appearing almost weightless as she moves. Her posture is upright, exuding confidence and grace, reminiscent of an enchanting muse tangled in a dance with the desert winds.

Seraphina’s skin is a breathtaking masterpiece, boasting luminous shades of alabaster, softly intermingled with glimmers of gold, azure, and copper. This radiant palette shifts fluidly, allowing her to merge seamlessly with the colors of the desert sands or the evening sky, creating an alluring visual spectacle. Her skin reflects light with a polished sheen, while mesmerizing, shifting patterns mimic the gentle undulations of sand dunes beneath a moonlit sky.

Her face is striking and surreal. Delicate, pointed features alternate between beauty and an uncanny charm. The most captivating aspect of her visage are her vast, swirling galaxy-like eyes that draw in onlookers, making it nearly impossible to look away. Instead of a typical mouth, an enchanting curved shimmer resides where her mouth would be, occasionally releasing tiny grains of sand that dance playfully in the air as her laughter resonates softly, echoing like the whispers of the wind.

The creature’s limbs are slender and gracefully elongated, finishing in delicate fingers that appear to conjure intricate illusions as she gestures. Comprising the essence of this enchanting being is a magnificent pair of translucent wings extending from her back—they resemble woven mirage patterns, shimmering in a spectrum of colors like a masterpiece under sunlight. These grand wings not only facilitate flight but also serve as a veil, aiding her in blending into her mesmerizing surroundings.

Seraphina’s movements are fluid, echoing the grace of a dance. Whether evading danger or captivating those who dare approach her, she glides effortlessly through the air, leaving a trail of sparkling dust and soft grains of sand in her wake. Surrounding her is a faint but captivating shimmer, reminiscent of heat waves rising off the desert floor, enhancing her allure.

Adding to her striking appearance, her robes undulate like water, rippling and fluttering as though alive, showcasing mesmerizing patterns that tell stories of fleeting beauty and inspiration. These patterns shift subtly, complementing her ever-changing identity. With her radiant coloration, unique textures, and enchanting features, Seraphina is a breathtaking embodiment of a desert spirit, captivating all who catch a glimpse against the solid white backdrop of her captivating presence.


Tactical Information

Behavior in Day-to-Day Life:

In the vast, rolling dunes of the desert, Seraphina the Mirage Weaver exists as a paradoxical entity, an alluring blend of fantastical beauty and insidious treachery. By day, she glides over the sands, manifesting as a fleeting glimmer in the shimmering heat waves, enticing poets, dreamers, and tortured souls with whispering winds that carry echoes of lost verses and haunting melodies. Underneath her divine façade lies an insatiable hunger for connection and, perhaps most crucially, revenge against the celestial beings that cast her down.

Seraphina is a solitary creature by nature but keenly observes the wanderers, admiring their creativity while simultaneously mocking their desperation. She often interacts with those who find themselves on the fringes of madness, drawn to their plight. Artists seeking inspiration or solace find themselves entrapped in her mesmerizing mirages, indicating her dual nature—her desire to nurture art intertwined with a darker ambition to ensnare them in her ethereal web.

She does not hunt in a traditional sense; rather, she feeds off creativity and emotional turmoil. The individuals she seduces often leave her domain altered, with their heads filled with hallucinations of artistry, caught between reality and an illusory paradise that she controls. Over time, these souls may forget their true names, relinquishing their genuine pursuits for the ephemeral, soulless creations she conjures for them. This existence plays into her temperament—an unpredictable blend of inspiration and nihilism, leading to bouts of enchantment lush with fascination and despair where she thrives most.

Combat Behavior:

When confronted with adversaries, Seraphina approaches combat like a finely choreographed dance, preferring evasion over brute force. Before initiating a confrontation, she often toys with her foes, presenting breathtaking illusions that could lull them into a false sense of security. However, upon sensing a tangible threat, she becomes an elegant whirlwind of grace and guile.

In combat, her Illusory Mirage ability serves as both a powerful diversion and tactical advantage, altering the perceptions of her foes, reducing their visibility, and making them vulnerable to her allies’ attacks. When numbers overwhelm her, Seraphina sneakily retreats from the fray using her Desert Dancer ability. This allows her to reposition herself while absorbing damage into cascading sand, maintaining her elusive presence on the battlefield.

She frequently targets spellcasters first, using Starlit Lure to charm or confuse, causing chaos among enemy ranks. If the fight turns in her favor, she may summon her Inspiration’s Call, rallying any allies and giving her an edge. However, if pushed too far or outnumbered heavily, Seraphina will cunningly seek any retreat or opportunity to disappear back into the terrain, leaving her adversaries questioning what is real and what was simply a sweet mirage.

Roleplay/Narrative Interactions:

In non-combat encounters, Seraphina radiates an enchanting presence, enchanting visitors with ethereal beauty and poetic whispers. She often appears at twilight, claiming to weave dreams and desires, assessing her interlocutors with a knowing gaze filled with spinning galaxies. When approached with respect or an earnest plea, she may extend her assistance or guidance to those genuinely pursuing creativity or heartache—albeit in a twisted fashion.

Seraphina communicates through riddles and poetic fragments, deliberately cloaking her true motivations behind layers of metaphor and illusion. To engage her in conversation is to tread a very precarious line; any attempt to deceive or mislead her will prompt a swift retaliatory charm, ensnaring the offender in her mesmerizing web as they are drawn helplessly closer.

When threatened or cornered, Seraphina will not hesitate to unleash her dramatic, tempestuous fury. She might respond to aggressive demands with laughter, insinuating that her vision far exceeds their petty desires before casting Harmonic Requiem to instill fear and torment in the hearts of those who threaten her. In dire situations, she may negotiate, cleverly offering tantalizing glimpses of power or wisdom for the promise of something deeper from the adventurers, thus ensnaring them further.

Ultimately, Seraphina the Mirage Weaver stands as the sun-drenched muse of the sands, embodying the duality of art and destruction—charming, mysterious, and incredibly dangerous to those who venture too close.

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