Tiny Celestial (Angel), Neutral Good
Armor Class 13 (Natural Armor)
Hit Points 10 (3d4 + 3)
Speed 20 ft., Fly 30 ft.
STR
6 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills History +3, Insight +4, Perception +4, Religion +3
Damage Resistances Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 14
Languages Celestial, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Shapechanger. The cherub can use its action to polymorph into a beast form that resembles a calf (speed 30 ft.), an osprey (20 ft., fly 60 ft.), a cat (20 ft., climb 20 ft.), a form that resembles a humanoid child of any race, gender, and attire (speed 25 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed, except for its pike. It reverts to its true form if it dies.

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

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

Familiar. The cherub can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the cherub senses as long as they are within 1 mile of each other. While the cherub is within 10 feet of its master, the master shares the cherub’s Magic Resistance trait. At any time and for any reason, the cherub can end its service as a familiar, ending the telepathic bond.

Actions

Pike (Bite in Beast Form, Dagger in Humanoid Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 3) piercing damage and 4 (1d8) radiant damage.

Advise (1/Day). The cherub bestows divine advice to a willing creature of its choice within 30 ft. of it, which lasts for one minute. While it has the advice, the target can roll a d4 and add the number rolled to one ability check or attack roll. It can roll the die before or after making the roll. The advice then ends for it.

Invisibility. The cherub magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the cherub wears or carries is invisible with it.

Bonus Actions

Reform Pike (True Form Only). The cherub regains a copy of its pike in its open hand. If another copy of the pike already exists, the previous is destroyed. The pike is destroyed if the angel dies or is no longer in the same plane as the pike.

Description

Analogous to quasits and imps from the Lower Planes, cherubim are lesser angels that dwell up in the Higher Planes, often acting as a mediator between gods and mortals, and an advisor and familiar for clerics and warlocks belonging to a celestial patron. Cherubim are remarkably down to earth by the standards of angelic beings, and are cautious not to castigate the fears, flaws, and desires that plague mortalkind. Cherubim are able to take the forms of other creatures, but in their true form they are diminutive, resplendent, and three-headed, a beautiful chimera of the four guises they most often use in the Material Plane. The miniature pike they use in battle is an extension of their essence, so they can reform it at will if it gets destroyed or stolen.

Monster Tags: AngelShapechanger

Stardust_Strifer

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