High Seraph
High Seraph
Description: A divine champion, head of a hallowed host of warriors that enforce their god’s will.
Motives & Tactics: Enforce Dogma, Fly, Smite, Pronounce Judgment
Tier: 4
Type: Leader
Difficulty: 22
Attack Modifier: +8
Holy Sword: Very Close | 2d10+20 phy
Major 40 | Severe 80
HP: 13
Stress: 5
Experience:
Divine Knowledge +3
Features
Relentless (2) - Passive
This adversary may activate twice in a GM move (still takes 2 tokens). “The Seraph moves with impossible speed and grace.”
Divine Flight - Passive
High Seraph can fly a Far distance as part of an activation. “Their wings are pure light, bearing them through the skies with ease.”
Judgment - Action
Spend a Fear to mark a character as Guilty in the eyes of the High Seraph’s god. Only one character may be marked by High Seraph at a time. While so marked, the target does not gain Hope on a result with Hope. When High Seraph hits a target marked as Guilty, they deal physical damage equal to 20+the target’s Major threshold (instead of their normal attack damage). “As the High Seraph pronounces you guilty, the weight of judgment hangs on you with impossible weight.”
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. Anyone hit by the beam must make a PresenceReaction Roll (22) or suffer 4d6+8 magic damage. Targets marked as Guilty have disadvantage on this roll. Anyone that succeeds on the roll takes half damage. “The High Seraph raises their sword, reflecting a light that is impossibly bright and sears your very soul.”
We Are One - Action (2)
Activate every one of High Seraph’s allies within Far distance. Their attacks deal half damage. This uses both of High Seraph’s activations. “Their leader commands them forward, and the host moves as one.”