Tiny Celestial, Lawful Good
Armor Class 13 (natural armor)
Hit Points 36 (8d4 + 16)
Speed 15 ft., fly 40 ft.
STR
5 (-3)
DEX
15 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws WIS +5, CHA +5
Skills Insight +5, Perception +5, Persuasion +5
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 15
Languages All, Telepathy 30 ft.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Angelic Weapons. The cherub's weapon attacks are magical. When the cherub hits with a weapon attack, the attack deals an extra 1d8 radiant damage (included in the attack).

Innate Spellcasting (2/Day). The cherub can innately cast detect evil and good, requiring only verbal components. Its innate spellcasting ability is Charisma.

Magic Resistance. The cherub has advantage on saving throws against spells and other magical effects.

Sacrosanct. Any creature who targets the cherub with an attack or a harmful spell must first succeed on a DC 13 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. On a successful save, the creature also can't be affected by this cherub's Sacrosanct trait for 24 hours. This doesn’t protect the cherub from area effects. Fiends and undead have advantage on the saving throw.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 4 (1d8) radiant damage.

Minibow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) radiant damage.

Healing Touch (1/Day). The cherub touches another creature. The target magically regains 10 (1d10 + 5) hit points and is freed from one curse, disease, poison, blindness, or deafness effect.

Description

Cherubim are minor angels that generally appear like human children near the ages of three to five years old. Like most angels, they have feathered wings and comely features, and they are both kind and wise. Despite their appearance, most cherubim are vastly older than any mortal race just as other angels are. Still, they are young among angels, and they display a youthful vigor that matches their appearance. Most cherubim are pleasant and friendly, brimming with exuberance and joy.

Angelic Messengers. Among the angels, cherubim are primarily tasked with delivering messages. When angels are busy attending to conflicts in other planes where magic will not help, cherubim are responsible for keeping them in contact with their divinity. Sometimes, cherubim are even given important packages to deliver, such as holy relics that must be preserved or dangerous artifacts that must be disposed of. The cherub's innate sanctity protects them from undue harm, which makes waylaying their messages or stealing their packages a challenge for many enemies of angels.

Elevated by Good Deeds. When a cherub performs a heroic deed or act of great sacrifice that falls outside of their normal duties in order to achieve a great good, the cherub can ascend to a higher form of existence, trans-forming into an angel of greater power, such as a deva, planetar, or even a solar. These elevations are extremely rare even among the ageless and eternal societies of the angels, and any cherub who manages the achievement is celebrated as a saint and a paragon by eternal choirs.

Immortal Nature. A cherub doesn't require food, drink, or sleep.

Variant: Cupid

When a cherub deviates from their anointed path, they may assume in their wisdom to know best for others, deciding to take the matter of benevolently improving mortal lives into their own hands. These cherubim develop their powers to spread love, and they are generally known as cupids. A cupid uses the statistics for a cherub except that it is chaotic good and it has the following additional trait:

Arrows of Love. When the cupid hits a fey, giant, or humanoid with a ranged weapon attack, it can choose to deal no damage. If it does, the target must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 day by a random fey, giant, or humanoid it can see within 60 feet of it. The charmed target obeys the charmer's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target can't be charmed by the cupid for the next 24 hours.

A cupid can only have up to three targets charmed at a time. If it charms a fourth target, the effect ends on one previous target of the cupid's choice.

Monster Tags: Angel

BenevolentEvil

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