S A R A P H S
Saraph (from the Hebrew, Shin, Resh, Pe—to burn or devour with fire)



FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 9”
HIT DICE: 10
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 1-8(+ 7)
SPECIAL ATTACKS: +4 to hit
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral (tending toward Lawful Good)
SIZE: M
PSIONIC ABILITY: Nil

Within their homeland there is, presumably, a large variety of classes
and types of Saraphs. Outside their home, however, one meets only
members of the Brotherhood of the Sun. These warrior Lords wear a
red surcoat with a flaming golden sun in its center, over a suit of scale
mail which appears to be made from some cooper-gold alloy (though it
is as strong as steel). The Saraphs’ helmets, greaves, and bracers are
made from the same material, as is the longsword and dagger belted at
their sides. The sun motif on a red field is repeated on their shields.
Saraphs are a hominid race which lives on the Elemental Plane of
Fire. They appear as seven-foot-tall, ruddy-skinned individuals with
bright red hair and pink-irised eyes.

Since they come from a highly magical Plane, Saraphs’ armor and
weapons acquire magical properties on the Physical Plane. Treat as
Scale Mail + 1, Shield + 1, Sword + 1 (Flame Tongue), and Dagger + 1.
The magical bonuses apply only when the armor and weapons are used
by Saraphs.

Individuals of the Saraph race are generally larger than humans, and
have quicker reflexes, coming from the Plane of Fire. As the Brothers of
the Sun are chosen for maximum strength and dexterity, treat any
brother as having 18/00 Strength and 18 Dexterity, with all appropriate
bonuses.

Saraphs may cast the following spells once per day (as a 10th level
Magic-User): Fireball, Fire Shield, Fire Charm, Burning Hands, Detect
Magic, Detect Invisible, Dispel Magic. They can Produce Flame or cause
Pyrotechnics as often as desired. Fire-based attacks do no damage on
Saraphs if the fire is non-magical; magical fire attacks are at - 1 on both
“to hit” and damage dice.

The Saraphs are at war with the Efreeti. The war occasionally spills
over to the Prime Material Plane since Saraphs hunt Efreeti through the
Physical Plane and vice versa. The Efreeti have made an alliance with

Fire Giants. Saraphs have countered this alliance with one between
themselves and Golden Dragons.
The Brothers of the Sun are few in number, and, outside of the
Plane of Fire, will always be encountered singly. Saraphs appear on the
Physical Plane to track down and kill Efreeti. They also serve Gold
Dragons who have aided the Saraph race in the past, often acting as
treasure guards when the dragons are out feeding.
Saraphs have been known to contract service with high-level characters (particularly lawful good or neutral Magic-Users) in return for that
character’s aid. Contracts will specify the length and nature of service for
both parties. Note that such contracts depend solely on the good will of
either side; service is a matter of conscience, not coercion.


By Tom Moldvay


Saraphs The Apollyon - The Asperim Hacamulci
Dragon 42 - Monsters - Dragon