b'Genie, Seraph \n'b'  Family:   Genies  \n'b'  Large   elemental ,  neutral good  \n'b'  Armor Class  15 (natural armor)  Hit Points  119 (14d10 + 42)  Speed  40 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX:  16 (+3)  CON:  17 (+3)  INT:  15 (+2)  WIS:  15 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Intelligence  +5,  Wisdom  +5  Skills   Arcana  +5,  Deception  +7,  Insight  +5,  Perception  +5  Damage Vulnerabilities  cold  Damage Immunities  fire  Senses   darkvision  60 ft., passive  Perception  15  Languages  Celestial, Common, Ignan; telepathy 100 ft.  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Heat . A seraph\xe2\x80\x99s body generates heat. Creatures who touch the genie take 7 (2d6) fire damage. If the seraph genie uses a metal weapon adds this additional damage to the weapon\xe2\x80\x99s attacks. A seraph genie can suppress this effect for 1 hour as a bonus action. \n'b'  Innate Spellcasting . A seraph genie\xe2\x80\x99s innate spellcasting ability is charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without requiring material components.\n'b'\n'b'   At will :  detect evil and good ,  detect magic ,  flame blade ,  plane shift  (self only),  produce flame  \n'b'  3/day each :  fireball ,  flame strike ,  invisibility ,  see invisibility ,  wall of fire  \n'b'  1/day each :  fire storm ,  greater invisibility  \n'b'\n'b'  Actions \n'b'   Multiattack . A seraph genie makes three scimitar attacks. \n'b'  Scimitar .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage. \n'b'  Fire Burst (Recharge 5-6) . The seraph genie emits a blast of elemental fire in a 30-foot radius. All creatures in the area must make a DC 15  Dexterity  saving throw, taking 28 (8d6) fire damage on a failed saving throw, or half as much on a successful one. \n'b'  About \n'b' This creature resembles a ten-foot-tall  human  with brick-red skin and coal-black hair, long and braided. \n'b' The seraphs are genies from the Plane of Fire, and the sworn enemies of the efreet. A violent war between the two genie races has spanned centuries and spilled into an uncountable number of planes. \n'b' Any encounter between a seraph and an efreeti sparks a battle that only ends when one or the other is killed. \n'b' Those that aid the efreeti are treated by seraphs as if they were efreeti themselves; no mercy is shown in battle to an ally of the hated fire genies. The seraphs often align themselves with djinn as they both share the efreeti as a common enemy. \n'b' A seraph prefers to use its spell-like abilities over melee weapons in combat, often allowing its opponents to move in close so the seraph can unleash its fire burst. A seraph facing overwhelming odds in battle attempts to flee; covering its escape by turning invisible or erecting a  wall of fire  between itself and its enemies. \n'b' A typical seraph stands 10 feet tall and weighs about 1,500 pounds.'