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Monsters

Seraph Serpent

Seraph Serpent

Legends of the deadly creature known as the "Saraph" exist in almost every culture throughout the middle kingdoms. Known to Egyptian guides as the "Flaming Ones," to the Zin'tori of Sheba as the "Striking Death," and to the Hebrew people simply as "Fiery Serpents," the Saraph is known by many names, but universally feared. Its bite carries a lethal dose of venom that seems to burn its victim from the inside, reducing its body to ash if left untreated. Some cures are known to exist, but most guides in the region of Zin prefer to keep well away from the rocky crags known colloquially as the "Den of Serpents."

"Do not forget that the Lord, your God, led you through the wilderness of Saraphs, those fiery serpents,"
Deuteronomy 8:14

Ruthless Predators. The Saraph serpent is unusually large and aggressive, and has been known to attack and kill creatures three times its own considerable size. Where most venomous snakes prefer to hide and wait for an opportunity to strike, the Saraph seeks out its prey and attacks recklessly, as though driven by the fury of its own internal fire. Once a Saraph becomes aware of its prey, it will attack without concern for its own safety, lunging ferociously into battle. It is this behavior that makes even young Saraphs formidable foes in combat.

Den of Serpents. For some unknown reason, Saraph serpents seem to command the respect of other breeds of snakes, which tend to congregate around Saraph serpent broods. It is not clear what these other serpents gain from their relationship with Saraphs, but it is well-known to guides in the region to steer clear of any rocky outcroppings where a variety of snakes are seen cohabitation.

Fiendish Affinity. Although no clear link exists between Saraphs and demonic entities, certain types of demons, including the Shedim, seem to hold sway over Saraph serpents. Lairs of Shedim and some other powerful demons are often guarded by Saraph serpents who obey their commands without question.

Medium monstrosity, unaligned

Armor Class 12

Hit Points 25

Speed 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 4 (-3)

Skills Perception +3

Damage Resistances Fire

Condition Immunities Frightened

Senses Blindsight 10 ft., Passive Perception 13

Challenge 1/2 (100 XP)

Features

Aggressive. As a bonus action, the Saraph can move up to its speed toward an enemy that it can see or hear.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or it takes 7 (2d6) Poison damage and is Poisoned. While Poisoned in this way, the target's skin begins to turn to ash and burn away, starting from the location of the bite. Each day at dawn while the target remains poisoned, its hit point maximum is reduced by 1d6 as the condition spreads. If the target's hit point maximum is reduced to 0 in this way, the target dies as its body burns from the inside and crumbles to ash. The Poisoned condition lasts until it is ended by Lesser Restoration or similar magic. A target's hit point maximum returns to normal 1d4 days after the Poison condition ends for it.

Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.