Angelic Weapons. The Cupid's weapon attacks are magical. When the Cupid hits with any weapon, the weapon deals and extra 3d8 radiant damage (included in the attack).
Magic Resistance. The Cupid has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Cupid's spellcasting ability is Charisma (spell save DC 16). The Cupid can innately cast the following spells, requiring no material components:
At Will: Detect Evil and Good, Invisibility (self only), Dancing Lights, Minor Illusion
1/Day: Conjure Volley, Modify Memory, Heal
Teleport (Recharge 4-6). The Cupid magically teleports, along with any equipment it is wearing or carrying, up to 80 feet to an unoccupied space it can see. Before or after teleporting, the Cupid can make one shortbow attack.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/120 ft., 1 target. Hit: 12 (2d6 + 6) [piercing damage] damage, plus 12(3d8) [radiant damage]. If the target is a creature it must succeed on a DC15 Constitution saving throw or be charmed by the Cupid. Creatures immune to being charmed are unaffected, while creatures who are not immune can still be charmed multiple times.
Description
Lair and Lair Actions
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