Lady Seraphine

Level 16 Tiefling Bard (College of Glamour) (College of Glamour)

Available with DM subscription
STR
8 (-1)
DEX
17 (+3)
CON
14 (+2)
INT
10
WIS
13 (+1)
CHA
20 (+5)

Defense

Armor Class 16 (Studded Leather Armor +1 (13 + 3 DEX))
Hit Points 115 (8 + 15d8 + 32 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws dexterity, charisma
Skills Stealth +8, Deception +10, Persuasion +10

Features

Unbreakable Majesty

subclass Level 14
Charisma modifier (5) uses per Long Rest

As a Bonus Action, gain 25 temporary hit points. For 1 minute, any creature that hits her with an attack must succeed on a Wisdom save (DC 18) or have disadvantage on its next attack against a target other than her, and a creature that fails cannot take reactions until its next turn. Attackers find themselves mysteriously turning on each other.

The Whisper Web

custom Level 16
Narrative / DM tool

Lady Seraphine maintains a network of informants, charmed nobles, and blackmailed officials across the empire. Between scenes, she can learn one significant secret about the party's plans (DM discretion, 1 per act). She can plant false intelligence that requires a DC 18 Wisdom (Insight) check to detect as fabricated.

Bardic Inspiration (d12)

class Level 1
Charisma modifier (5) uses per Long Rest

As a Bonus Action, grant a creature within 60 feet a d12 Bardic Inspiration die. It can add the die to one ability check, attack roll, or saving throw, or use it to regain hit points equal to the roll when reduced to 0 HP (Seraphine uses this to shield key assets like Lord Harrow or Vane's bodyguards).

Enthralling Performance

subclass Level 3
1 Bardic Inspiration die per use

After a 1-minute performance, up to 5 creatures of her choice within 60 feet must succeed on a Wisdom save (DC 18) or be Charmed for 1 hour. Charmed creatures have disadvantage on attacks against her and her allies and cannot target them with damaging abilities or magical effects.

Silver Tongue of the Court

custom Level 16
1 per scene

Once per scene, when Seraphine makes a Charisma (Deception or Persuasion) check to influence a creature that has heard her speak for at least 1 minute, she may treat the roll as if she had rolled a natural 20 on the d20 (before modifiers). Reflects decades of courtly manipulation.

Mantle of Majesty

subclass Level 6
1 use per Long Rest, concentration up to 1 minute

As a Bonus Action, she takes on an otherworldly visage and casts Command (save DC 18) at will for 1 minute without expending spell slots. In court or on the throne room floor, she can simply order attackers to kneel, flee, or drop their weapons.

Mantle of Inspiration

subclass Level 3
Charisma modifier (5) uses per Long Rest

As a Bonus Action, expend one use of Bardic Inspiration to grant 5 willing creatures within 60 feet 2d8 + CHA modifier temporary hit points and free movement without opportunity attacks. Used to extract herself or Vane from melee.

Criminal Contact (Spymaster's Ring)

background Level 1
Narrative

Her Criminal background grants her a reliable and trustworthy contact in the underworld. Hers is a ring of soul-coin brokers and double agents who pass messages through the empire's courier lines.

Magical Secrets

class Level 10

Her spell list includes two spells from any class: Counterspell and Mass Suggestion (see spellcasting). She can counter the alliance's mages and rewrite the intent of an entire council chamber.

Song of Rest (d10)

class Level 2
Passive during Short Rests

Allies regaining hit points during a short rest while she hums regain an extra 1d10 hit points. She keeps Vane's inner circle combat-ready between battles.

Infernal Legacy (Darkness)

species Level 3
1 per Long Rest

She can cast Darkness (self only) once per Long Rest without components. She uses it to vanish mid-conversation or cover an escape.

Jack of All Trades

class Level 2

Add half proficiency bonus (+2) to any non-proficient ability check, including Initiative. Few checks escape her competence.

Expertise

class Level 2

Double proficiency bonus on Deception and Persuasion (+10 each). Seraphine's lies are nearly indistinguishable from truth.

Hellish Resistance

species Level 1

Resistance to fire damage. Useful in the lava-lit throne room of the Obsidian Throne.

Spellcasting

charisma DC 18 +10 to hit Level 1: 4 slots Level 2: 3 slots Level 3: 3 slots Level 4: 3 slots Level 5: 3 slots Level 6: 2 slots Level 7: 1 slots Level 8: 1 slots

Seraphine is a 16th-level full caster. Spell save DC 18, spell attack +10. She favors enchantment and illusion; she opens combat with Hypnotic Pattern or Mass Suggestion, supports Vane with Counterspell and Dominate Person, and retreats with Mislead or Greater Invisibility. Her species trait Darkness (1/Long Rest, self only) covers escapes.

Vicious Mockery

Cantrip Bard
Enchantment 1 action 60 ft V

Wis save DC 18 or 4d4 psychic damage and disadvantage on next attack roll.

Minor Illusion

Cantrip Bard
Illusion 1 action 30 ft S, M

Create a sound or an image of an object; useful for forged voices and phantom witnesses.

Prestidigitation

Cantrip Bard
Transmutation 1 action 10 ft V, S

Minor magical tricks; she uses it to alter her appearance subtly in court.

Message

Cantrip Bard
Transmutation 1 action 120 ft V, S, M

Whisper a message to a creature she can see; her preferred tool for coordinating spies silently.

Charm Person

Level 1 Bard
Enchantment 1 action 30 ft V, S

Wis save DC 18 or be Charmed for 1 hour; the target regards her as a friendly acquaintance. At 5th level, targets 2 creatures.

Dissonant Whispers

Level 1 Bard
Enchantment 1 action 60 ft V

Wis save DC 18 or 5d6 psychic damage and must use its reaction to move away.

Disguise Self

Level 1 Bard
Illusion 1 action Self V, S

Alter her appearance for 1 hour; her primary infiltration tool.

Invisibility

Level 2 Bard
Illusion 1 action Touch V, S, M

Target becomes invisible for 1 hour (concentration). She casts this on herself before slipping away from a compromised meeting.

Suggestion

Level 2 Bard
Enchantment 1 action 30 ft V, M

Wis save DC 18 or pursue a reasonable suggestion for up to 8 hours (concentration).

Hold Person

Level 2 Bard
Enchantment 1 action 60 ft V, S, M

Wis save DC 18 or be Paralyzed for 1 minute (concentration); repeat save each turn. At 5th level, targets 2 creatures. Used to freeze Mara Voss or a bodyguard during an assassination attempt.

Fear

Level 3 Bard
Illusion 1 action Self (30-ft cone) V, S, M

Wis save DC 18 or drop everything and become Frightened, fleeing for 1 minute (concentration).

Hypnotic Pattern

Level 3 Bard
Illusion 1 action 120 ft S, M

Wis save DC 18 or be Charmed and Incapacitated in a 30-ft cube for 1 minute (concentration). Her signature crowd-control in the council chamber.

Sending

Level 3 Bard
Divination 1 action Unlimited (same plane) V, S, M

Send a 25-word message to any creature she knows; how she directs her spy network across the empire.

Greater Invisibility

Level 4 Bard
Illusion 1 action Touch V, S

Target is invisible for 1 minute (concentration), even while attacking or casting.

Compulsion

Level 4 Bard
Enchantment 1 action 30 ft V, S

Wis save DC 18 or be Charmed for 1 minute (concentration) and move as she directs on its turns.

Dominate Person

Level 5 Bard
Enchantment 1 action 60 ft V, S

Wis save DC 18 or be Charmed and under her telepathic command for 1 minute (concentration, up to 10 minutes at this slot). Her primary weapon against Mara Voss or a council leader.

Mislead

Level 5 Bard
Illusion 1 action Self S

Become invisible while an invisible duplicate of herself moves and speaks for 1 hour (concentration). Perfect decoy for escapes and misdirection in the throne room.

Scrying

Level 5 Bard
Divination 10 minutes Self V, S, M

Observe a creature she knows on an invisible sensor for 10 minutes (concentration); Wisdom save DC 18 negates.

Modify Memory

Level 5 Bard
Enchantment 1 action 30 ft S

Wis save DC 18 or the target becomes Charmed and she reshapes up to 5 minutes of its memory. Her ultimate tool for erasing witnesses.

Counterspell

Level 3 Magical Secrets
Abjuration 1 reaction 60 ft S

Interrupt a creature casting a spell; auto-negates spells of 3rd level or lower, otherwise the caster makes a Con save (DC 18) or the spell fails.

Mass Suggestion

Level 6 Magical Secrets
Enchantment 1 action 60 ft V, M

Wis save DC 18 or up to 12 creatures pursue one reasonable suggestion for up to 8 hours, no concentration. She can turn an entire war council against itself with a single sentence.

Dream

Level 5 Bard
Illusion 1 minute Special (touching a creature asleep on same plane) V, S, M

Shape the dreams of a sleeping target, delivering messages, nightmares, or torment that can prevent rest benefits.

Forcecage

Level 7 Bard
Evocation 1 action 100 ft V, M

Create a barred cage or sealed box of force (20-ft cube or 10-ft cube) for 1 hour (concentration); Charisma save DC 18 to avoid the smaller version. She uses it to cage a hero while Vane fights the rest.

Mind Blank

Level 8 Bard
Abjuration 1 action Touch V, S

Target is immune to psychic damage, charm, and any effect that would sense its emotions or read its thoughts for 24 hours. She casts it on herself each morning; no one reads Lady Seraphine's mind.

Behind the character

Character Information

Lady Seraphine is a tiefling of impossible elegance, her crimson skin and swept-back horns framed by black silk and silver serpent pins. She moves through the Obsidian Throne's courts like smoke through a keyhole: present everywhere, grasped nowhere. Her amber eyes miss nothing, and her smile, warm and knowing, is the most dangerous weapon she carries. She speaks rarely and precisely, preferring to let others fill silences with the secrets she needs.

Four decades of spycraft have made her patient beyond mortal measure; she thinks in years and moves in moments. She is Lawful Evil not from cruelty but from conviction: she believes that chaos is merely information poorly organized, and that she is the only mind in the empire capable of organizing it correctly. Her loyalty to Emperor Vane is real but conditional, a contract she renegotiates with herself daily. She serves him because he is the most interesting game she has ever played, and because his shadow gives her room to build her own web in the dark.

She does not love him. She does not love anyone. But she remembers, in a locked vault of her mind, what it felt like to want to, and she has never forgiven the world for taking that memory's object from her. In combat she is a nightmare of misdirection: she does not fight, she redirects, charming allies into enemies and enemies into protectors, vanishing in Darkness when the geometry turns against her.

Those who underestimate her because she carries a rapier she has never drawn die surprised. Those who fear her because of her horns die predictable. The ones who survive her are the ones who realize, too late, that the conversation they thought they were having was the one she was having with someone else entirely.

Before the adventure

Character Background

Seraphine does not remember her birth name, and this absence is the wound around which her entire identity has calcified. She was born in the Brazen Wastes to a damned mortal woman whose name she has also lost, sold into the soul-coin trade before her daughter could walk. The infant tiefling was passed between infernal scavengers and broker-devils like currency herself, a curiosity with growing horns and an unnervingly quick mind.

At age six, she was sold to a Material Plane slaver whose ship made port in what would later become Vane's kingdom. She killed him with his own belt buckle during the crossing, a murder she has reframed in her memory as her first act of self-determination rather than what it was: a child's desperate animal survival. She came ashore with nothing, learned to steal, then to lie, then to make others lie for her, and by nineteen she was running confidence schemes against merchant houses in the capital.

Kaelthar Vane, then a rising warlord, found her running a blackmail operation against three of his own commanders. Instead of executing her, he offered her a position. She accepted, and spent the next decade proving she was more valuable alive than any general he had. When Vane made his pact with Duke Vorgath and began building the soul engine, Seraphine was the one who designed the intelligence apparatus that identified which souls to harvest: rebels, dissidents, inconvenient witnesses.

She told herself the work was abstract. Then one day, sorting through intake records, she found her mother's name listed among the harvested, minted into a coin forty years before Seraphine arrived at court. She has never confirmed whether the record was accurate. She has never stopped looking. Over the decades she has built the Whisper Web into the most sophisticated intelligence network the Material Plane has ever known, spanning noble houses, garrison kitchens, harbor taverns, and at least two of Vane's own bodyguards.

She maintains her position through a simple philosophy: everyone has a price, and if they claim they don't, she hasn't found the right currency yet. Her private vault contains blackmail material on over two hundred nobles, three separate escape identities, and a journal written in her own cipher that would destroy the empire if read aloud in the right company. She serves Vane because he is useful, because he tolerates her excesses, and because she has not yet found the precise moment to replace him.

She is aware that the party's return changes the calculus. She is not afraid of them. She is studying them, the way she once studied Vane, looking for the seam.

Threads to follow

Unresolved Plots

  • Seraphine has discovered a second soul engine, smaller and older, buried beneath the ruins of the old Emberfall cathedral. She has told no one, including Vane, and has been quietly feeding it a trickle of souls to see what it awakens.
  • Duke Vorgath has sent her a personal message in Infernal script: he knows her mother's name and the circumstances of her minting. He is offering to sell the memory of her origin back to her for a price she cannot yet pay.
  • One of her charmed nobles has begun resisting her commands in small ways, suggesting someone is dispelling her enchantments and leaving the targets unaware. Someone with counterspell capability is hunting her network from inside the court.
  • Seraphine keeps a locked journal in a vault beneath the Tidewatch warehouse district, written in a cipher of her own design, detailing every secret she has ever learned about Vane, including three weaknesses she has never shared with anyone.
  • The Pale Oarsman sent her a bone token across the planar boundaries, a summons to the River Styx. She has not answered it, and the token grows warm each night, as though counting down.

Beneath the surface

Secrets

  • Seraphine was born in Avernus to a damned soul, and her tiefling horns are a mark of that inheritance. She has spent decades constructing a false history as a Material Plane noble, and fewer than three living beings know the truth.
  • She has already written the Modify Memory scroll she intends to use on Vane, prepared for the day she usurps him. It is hidden inside the lining of her signet ring's case, and it is keyed to his true name, which she learned from a soul coin twelve years ago.
  • She is the one who suggested the dead man's switch to Vane, not as a defense, but as a leash. If Vane dies and the switch triggers, she has arranged for a portion of the dragged territory, specifically the district containing her vault and her soul coin collection, to be warded against the pull. She intends to survive the apocalypse she designed.

What haunts them

Fears

  • Being minted. Seraphine's deepest terror is that she will die in Avernus and become a soul coin, passed from hand to hand, her consciousness aware and screaming inside the bronze for eternity.
  • Being known. Not exposed as a spy, but truly known: having someone see through every layer of performance to whatever is underneath. She does not know what is underneath, and that uncertainty frightens her more than any blade.
  • Irrelevance. Seraphine would rather be hated than forgotten. The prospect of a world that simply moves on without her, where her manipulations leave no mark, is the one future she cannot plan against.

What drives them

Aspirations

  • To sit on the Obsidian Throne, not as Vane's usurper but as something new: an emperor who rules through perfect information rather than fire, whose subjects never know they are ruled at all.
  • To find her mother's soul coin, hear her final words, and then decide, freely, whether to free the soul or keep it. The choice matters more to her than the outcome.
  • To write a book. Not a manifesto or a confession, but a manual of manipulation so complete that whoever reads it centuries from now will realize that every institution they trust was built on principles she invented.

Personal quest · 1

The Ledger of Souls

Seraphine discovers that High Inquisitor Thorne has been skimming souls from the engine's tithe, hiding them in coins sewn into his inquisitors' robes. She cannot confront him directly without alerting Vane, so she manipulates events to make the party believe Thorne is the true architect of the soul engine. If the party kills Thorne, Seraphine collects his hidden soul coins and the secrets within them.

Current Stage

Plant a forged ledger in the Tidewatch warehouse implicating Thorne in the soul trade.

Choice
The party may investigate the ledger, dismiss it as forgery, or act on it.
If they act, Thorne dies and Seraphine gains his soul coins and network contacts.
Mechanical Rewards
  • 3 soul coins containing memories of Vane's pact wording and Vorgath's true name
  • Access to Thorne's confiscated inquisitor network (3 new spies)
Narrative Rewards
  • Seraphine eliminates a rival for Vane's favor and gains leverage over the soul engine's operations

Personal quest · 2

The Serpent's Ring

Seraphine's soul-coin broker ring has gone silent; three of its members were found dead in the Lava Tunnels, their mouths full of ash. Someone in Vane's court knows about her private network and is dismantling it. She must identify the traitor before her web collapses, using the party's own investigation as cover.

Current Stage

Seraphine anonymously tips the party that 'a spy in the spire' is feeding information to the resistance, hoping they will flush out her hunter.

Choice
The party can hunt the alleged spy or trace the tip back to its source.
Tracing the tip reveals Seraphine's hand; hunting the spy may kill an innocent courtier.
Mechanical Rewards
  • Seraphine recovers her full Whisper Web (restores her 1-per-act intelligence ability if it was compromised)
  • A cache of 500 gp in soul coins and blackmail material on six nobles
Narrative Rewards
  • Seraphine learns who at court distrusts her, giving her a list of future targets

Personal quest · 3

A Name Written in Ash

Seraphine was born in the Brazen Wastes, the daughter of a damned soul who was minted into a soul coin when she was a child. That coin circulates somewhere in the empire's economy. She has spent forty years searching for it. Now, with the alliance's rebellion disrupting commerce, the coin has surfaced in Tidewatch, in the possession of Sea Captain Rolf.

Current Stage

Seraphine manipulates events so the party learns of the coin, hoping they will retrieve it and, ideally, destroy it before she must face what it contains.

Choice
The party can give the coin to Seraphine, listen to the memory within, or destroy it.
Listening reveals her mother's final words and the name Seraphine was born with. Destroying it enrages her. Giving it to her earns a genuine, dangerous debt.
Mechanical Rewards
  • If she keeps the coin, Seraphine gains a new use: once per day she may cast speak with dead on the coin to consult her mother's memory
  • If she feeds it to the engine, she gains one additional use of Mantle of Majesty per day, purchased with her own past
Narrative Rewards
  • The party learns Seraphine's birth name and her origin in Avernus, a vulnerability no one else possesses

Major Decision

Context

During the Council of Free Peoples, Seraphine infiltrates the Tidewatch warehouse disguised as a merchant delegate. She has the opportunity to assassinate Mara Voss with Dissonant Whispers during the chaos of a staged argument, but doing so would expose her presence and burn decades of spy work.

Choice Made
Kill Mara now, or let the alliance stand and instead plant a Mass Suggestion that turns the merchant princes against the rebel mages at a critical moment during the march on the Obsidian Throne.
Impact

Killing Mara removes the alliance's heart and gives Seraphine a permanent +2 to her spy network's effectiveness, but the party gains a clear enemy and can hunt her. The Mass Suggestion route keeps her hidden and causes one allied unit to defect mid-battle in Act 3, but if the party detects the suggestion (DC 18 Wisdom (Insight)), they can trace it to her and expose her to Vane.

Major Decision

Context

Seraphine learns that Vane's soul engine has begun to fail; the whispers of the chained souls have grown ragged, and Vane's temper has sharpened. She must decide whether to accelerate her usurpation plan or shore up her master.

Choice Made
Sabotage the engine's containment wards remotely through her charmed engineers, weakening Vane but risking the dead man's switch, or warn Vane of the party's approach in exchange for a seat beside the throne when the war ends.
Impact

Sabotage gives the party advantage on the DC 20 Intelligence (Arcana) check to disable the engine safely, but if they fail, the switch partially triggers early, dealing 4d6 necrotic damage per round to everyone in the vault. Warning Vane grants Seraphine legendary resistance once per day in the final battle and causes the throne room's lava pools to be pre-positioned as traps for the party.

Major Decision

Context

In the final battle, as Vane falters and the freed souls of the old allies swarm the throne room, Seraphine stands at a crossroads: spend her magic saving Vane, or use her final Mass Suggestion to order his devils to stand down and claim the throne for herself.

Choice Made
Remain loyal and fight to the death at Vane's side, or betray him mid-battle, commanding his infernal guards to kneel and offering the party a truce in exchange for being allowed to walk away with the empire's intelligence apparatus intact.
Impact

Loyalty grants her Unbreakable Majesty an extra 2 uses and Vane's dying blessing (his crown's ember aura extends to protect her). Betrayal removes 2 Horned Devils and all 4 Barbed Devils from the final fight, but Seraphine escapes with the Whisper Web intact, becoming a recurring post-campaign antagonist or, if the party accepts her bargain, a deeply untrustworthy source of information about the Nine Hells.

Transformative Moment

Trigger

Hearing her mother's voice from the soul coin

Transformation

Seraphine's Deception and Persuasion checks against characters who know her birth name are made at disadvantage; her composure cracks when the past speaks.

Mechanical Changes

Transformative Moment

Trigger

Feeding her own memory to the soul engine

Transformation

She becomes colder, more machine-like in her manipulation, gaining an additional Mantle of Majesty use but losing the ability to feel genuine affection for her informants, several of whom defect when they sense the change.

Mechanical Changes

Transformative Moment

Trigger

Being exposed to the alliance council

Transformation

Stripped of her courtly mask, Seraphine abandons subtlety. She gains Fire Shield as an at-will defensive spell but loses her Silver Tongue of the Court feature permanently, as her reputation is now poison.

Mechanical Changes

Ally

Lord Harrow

Relationship Asset / Unwitting Pawn
Influence 7/10
Loyalty 3/10

Shared History

Seraphine recruited Lord Harrow twenty years ago, when he was a minor customs official drowning in gambling debts to a Tidewatch crime syndicate. She bought his debts quietly, then bought him, using a combination of Charm Person and the promise of a barony. Over two decades she has shaped him into her eyes inside the alliance's formation, coaching him on exactly which letters to leave where the party's investigators would find them.

She considers him her finest piece of work: a man who believes he is a willing traitor, when in truth every 'decision' he has made since their first meeting was one she suggested to him over wine. She keeps a lock of his hair and a vial of his blood in a warded box, materials for a scrying attempt she performs weekly, and she has already drafted the Modify Memory ritual she will use to erase him if he is ever captured alive.

Potential Breaking Points

  • If Harrow is captured, Seraphine will abandon him instantly and use his capture to feed the party false intelligence about the vault's defenses.

Enemy

Mara Voss

Threat Level 8/10
Conflict Type Ideological and Personal

Personal Stakes

Seraphine was the architect of the purge that killed Mara's parents. Forty-three years ago, when the party vanished and Vane consolidated power, it was Seraphine's spy network that identified the Emberfall resistance's founding families, and her forged evidence that sent them to the soul collectors. She has watched Mara grow from a hidden child into a dangerous leader with the same patient pride a gardener takes in a tree she planted intending to burn.

Seraphine considers Mara the only person in the Material Plane whose mind is genuinely interesting, and she has twice declined Vane's orders to have Mara assassinated, preferring to keep the game going. This indulgence is her one vanity, and it may kill her: Mara has spent two decades learning to recognize Seraphine's tradecraft, and she is the single mortal most likely to expose the Whisper Web. Their conflict is not merely rebellion versus empire; it is the student of survival versus the author of the lesson.

Possible Resolutions

  • Mara can kill Seraphine if the party helps her trace the Whisper Web to its nodes.
  • Seraphine can only truly defeat Mara by making the alliance destroy itself.

Faction

Emperor's Legion

Standing 8/10

Influence

Seraphine is the Legion's invisible spine. While Lord Malrec commands its soldiers and High Inquisitor Thorne its zealots, it is Seraphine who decides where they march. Her informants sit in every garrison quartermaster's office, and her charmed nobles control the supply lines that keep the legions fed. She earned this position the hard way: in the empire's first decade, she exposed three separate coup attempts by Vane's generals, two of which she had secretly orchestrated herself to eliminate rivals.

The Legion's officer corps fears her with the specific terror that soldiers reserve for those who know where their families sleep. She uses this fear ruthlessly, trading intelligence for loyalty and loyalty for secrets. Her one vulnerability within the Legion is Thorne, whose inquisitors investigate soul-tithe irregularities that would lead directly to her private soul-coin brokerage. She has been carefully feeding Thorne's subordinates fabricated evidence of corruption among Malrec's officers to keep the Inquisition pointed away from herself.

Obligations

  • Seraphine must deliver actionable intelligence on the Free Peoples Alliance at least once per month to maintain her standing.
  • She owes the Legion's quartermaster corps three 'favors' of unspecified nature, called in only in emergencies.

Benefits

  • Access to Legion patrol schedules and garrison rosters
  • The ability to redirect one Legion unit per act through forged orders

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