Seraptis
Medium fiend (demon), chaotic evil
Armor Class 17 (natural armor)
Hit Points 157 (15d8 + 90)
Speed 40 ft.
Str 17, Dex 21, Con 23, Int 16, Wis 19, Cha 21
Saving Throws Dex +9, Con +11, Int +8, Cha +10
Damage Immunities poison
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses truesight 120 ft. passive Perception 14
Languages Abyssal, telepathy 120 ft.
Challenge 16 (15000 XP)
Gaze Of Despair. When a creature that can see the seraptis' eyes starts its turn within 30 feet of the seraptis, the seraptis can force it to make a DC 18 Wisdom saving throw if the seraptis isn’t incapacitated and can see the creature. A creature that fails its save has disadvantage on attack rolls and saving throws until the start of its next turn, and takes 22 (5d8) psychic damage. A creature reduced to 0 hit points by this psychic damage dies, having lost the will to live entirely. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the seraptis until the start of its next turn, when it can avert its eyes again. If the creature looks at the seraptis in the meantime, it must immediately make the save.
Magic Resistance. The seraptis has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The seraptis's spellcasting ability is Charisma (spell save DC 18). The seraptis can innately cast the following spells, requiring no material components:
At will: dispel magic, telekinesis
1/day each: confusion, dominate person
Actions
Multiattack. The seraptis makes four melee attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to the wound, and the seraptis regains hit points equal to the damage taken. Each time the seraptis hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to staunch the wound with a successful DC 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage. If the target is a creature, it takes an additional 7 (2d6) necrotic damage, and the seraptis regains hit points equal to half the necrotic damage taken.
Seraptis demons are bodyguards, agents, and assassins of powerful demon lords, though many become rulers of their own Abyssal domains. They form from the souls of those who have taken their own lives. These four-armed demons are at once beautiful and haunting. They enjoy tormenting mortals with painful choices, forcing them to do horrible things then live with the guilt. These demons commonly lead cabals of Abyssal assassins, but can be found as lieutenants in nearly any Abyssal force. A seraptis demon stands around 7 feet tall and weighs 230 pounds.
Originally from Pathfinder Bestiary 5. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.