Medium Celestial, Lawful Good
Armor Class 15
Hit Points 105 (14d8 + 42)
Speed 90 ft., Walk 40 ft.
STR
18 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
17 (+3)
CHA
16 (+3)
Skills Athletics +12, Perception +7, Religion +9
Damage Resistances Cold, Fire, Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision, Passive Perception 17
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Angelic Weapons. The cherub’s weapon attacks are magical. When the cherub hits with any weapon, the weapon deals an extra 10 (3d6) radiant damage (included in the attack).

Brass-Legged. The cherub has advantage on saving throws made to resist being knocked prone.

Divine Coals. The cherub is surrounded by a halo of fiery sparking coals. At the start of each of the cherub’s turns, each creature within 5 feet of it takes 7 (2d6) fire damage and 7 (2d6) lightning damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the cherub or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage and 7 (2d6) lightning damage.

Flyby. The cherub doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Four Heads. The cherub has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Innate Spellcasting. The cherub’s innate spellcasting ability is Wisdom (spell save DC 15). The cherub can innately cast the following spells, requiring no material components:

At will: detect evil and good, see invisibility​
3/day each: healing word (as a 4th-level spell; 4d4+3)​
1/day each: dispel evil and good, flame strike

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

Actions

 

Multiattack. The cherub attacks twice with its wings.

Wings. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage plus 10 (3d6) radiant damage.

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

As I looked, behold, a storm wind was coming from the north, a great cloud with fire flashing forth continually and a bright light around it, and in its midst something like glowing metal in the midst of the fire. Within it, there were figures resembling four living beings. And this was their appearance: they had human form. Each of them had four faces and four wings. Their legs were straight and their feet were like a calf’s hoof, and they gleamed like burnished bronze. Under their wings on their four sides were human hands. As for the faces and wings of the four of them, their wings touched one another; their faces did not turn when they moved, each went straight forward. As for the form of their faces, each had the face of a man; all four had the face of a lion on the right and the face of a bull on the left, and all four had the face of an eagle. Such were their faces. Their wings were spread out above; each had two touching another being, and two covering their bodies. And each went straight forward; wherever the spirit was about to go, they would go, without turning as they went. In the midst of the living beings, there was something that looked like burning coals of fire, like torches darting back and forth among the living beings. The fire was bright, and lightning was flashing from the fire. And the living beings ran to and fro like bolts of lightning.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Angel

AgentCharlie

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