Small Celestial (Angel), Chaotic Good
Armor Class 16 Natural Armor
Hit Points 106 (16d6)
Speed 30 ft., Fly 80 ft.
STR
10 (+0)
DEX
12 (+1)
CON
19 (+4)
INT
16 (+3)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws CON +7, WIS +8, CHA +7
Skills Perception +7, Stealth +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Prone
Senses Blindsight 40 ft., Passive Perception 7
Languages All, Telpathy 40ft
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

Actions

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.

Bonus Actions

 

Reactions

 

Legendary Actions

 

Mythic Actions

 

Description

 

Lair and Lair Actions

 

Zeddx

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