Huge Celestial, Lawful Good
Armor Class 20 natural
Hit Points 261 (18d10 + 162)
Speed 60 ft., Hovers in place
STR
22 (+6)
DEX
26 (+8)
CON
28 (+9)
INT
15 (+2)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws DEX +14, CON +15, CHA +6
Skills Insight +11, Perception +17
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 200 ft., Passive Perception 27
Languages Celestial Telepathically, 60 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

All-Seeing. The cherub sees in all directions and cannot be surprised.

Being of Four Faces. The cherub has four faces, each of which faces a different direction. Each face can see in a 200 foot cone that extends from the center of the cherub in the direction the face is looking, and each face's abilities can only target creatures within this cone. 

Defensive Rings. The cherub has two rings, and outer ring and an inner ring, which circle around its core. The outer ring breaks when the cherub has 150 or fewer hit points, and the inner ring breaks when the cherub has 50 or fewer hit points. These rings can only be repaired by a Planetar or Solar. When the outer ring is broken, the cherub loses its lair action and damage dealt by its flaming sword is halved. When the inner ring is broken, it loses its Planar Anchor trait and its Legendary Actions. 

Planar Anchor. The cherub cannot be forced to leave the plane it is on unless its inner ring has been broken.

Innate Spellcasting. The cherub's spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The cherub can innately cast the following spells:
At will: Detect Evil and Good, Sanctuary, Healing Word (not self)
3/day each: Spirit Guardians, Sending, Lesser Restoration
1/day each: Greater Restoration, Fire Storm, Tongues

Actions

Multiattack. The cherub makes an attack with each of its four faces, if they have a target for their action.

Face of a Cherub: Searing Burst. The cherub chooses a point within 100 feet and targets all creatures within 10 feet of that point. Those creatures must make a DC 18 Dexterity saving throw, taking 6d6 fire damage on a failure or half as much on a success.

Face of a Man: Blood of the Covenant. The cherub causes each creature with blood in a line that is 100 feet long and 5 feet wide to make a DC 18 Constitution saving throw, dealing 5d8 radiant damage on a failed save or half as much on a success. If a creature targeted by this ability has formed some kind of covenant or pact with a deity (e.g. a clerical or paladin oath), it makes the saving throw at disadvantage and is vulnerable to the radiant damage, even if it had resistance or immunity.

Face of a Lion: Mighty Roar. The face of the lion roars, forcing creatures in a 60 foot cone to make a DC 18 Wisdom saving throw, dealing 4d10 psychic damage and causing the creature to be frightened on a failed save.

Face of an Eagle: Talon Strike. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: (2d10 + 8) magical slashing damage and (4d8) fire damage. 

 

Bonus Actions

Beat Wings. All creatures within 60 feet of the cherub must make a DC 18 Strength saving throw. On a failure, the creature is pushed 15 feet away from the cherub and is knocked prone.

Sound of the Holy. All hostile creatures within 60 feet of the cherub that can hear it must make a DC 18 Intelligence saving throw. On a failure, the creature is charmed by the cherub and becomes indifferent toward it. This indifference ends if the creature is attacked or harmed by the cherub, or at the end of the creature's next turn.

Legendary Actions

The cherub can take 3 legendary actions. One legendary action can be used at the end of another creature's turn. The cherub regains spent legendary actions at the start of its turn. The cherub has access to a flying flaming sword, which it can use with its legendary action. 

Flaming Sword (Costs 1 Actions). The flaming sword flies up to 50 feet and makes an attack. Melee Weapon Attack: +14 to hit, reach 10 ft., up to 2 targets. Hit: (6d8 + 8) fire damage. 

Description

So he drove out the man; and he placed at the east of the garden of Eden Cherubim, and a flaming sword which turned every way, to keep the way of the tree of life.

And as for their appearances, they had one likeness, as if a wheel had been in the midst of a wheel.... And their whole body, and their backs, and their hands, and their wings, and the wheels, were full of eyes round about, even the wheels that they four had... And every one had four faces: the first face was the face of a cherub, and the second face was the face of a man, and the third the face of a lion, and the fourth the face of an eagle.

(Genesis 3:24; Ezekiel 10:10,12,14)

Lair and Lair Actions

Cherubim guard locations they are commanded to by Solars and similarly powerful angels. A cherub who has spent long enough guarding one place can treat it as its own lair.

Lair Actions

On initiative count 0 (losing initiative ties), the cherub takes a lair action to cause one of the following effects:

  • The Author. In a 100 ft. radius around the cherub, flames form in lines at 5 foot intervals, creating a striped pattern. Any creature that begins its turn in contact with one of these lines takes 2d4 fire damage.
  • The Finisher. This action may only be taken if The Author was used as the previous Lair Action. All lines created by The Author flare in intensity, causing all creatures located within their range to take 10d10 fire damage. The lines disappear after this occurs. 

 

Monster Tags: Angel

Hezzwyb

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