Tiny Celestial (Angel), Lawful Good
Armor Class 17 (natural armor)
Hit Points 76 (16d8 + 64)
Speed 30 ft., Fly 90 ft.
STR
10 (+0)
DEX
18 (+4)
CON
10 (+0)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws WIS +9, CHA +9
Skills Arcana +9, Insight +9, Perception +9, Persuasion +10, Religion +9
Damage Resistances Fire, Psychic
Damage Immunities Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Truesight 300 ft, Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The Cuddlebat’s spellcasting ability is Charisma (spell save DC 17). The Cuddlebat can innately cast the following spells, requiring only verbal components:

 

Cantrips: Light, Mage hand, Mending, Minor illusion, Prestidigitation

First level spells: (Four spell slots): Bless, Cure wounds, Healing word, Sleep

Second level spells: (Three spell slots): Bless, Cure wounds, Detect thoughts, Misty step, Sleep

Third level spells: (Three spell slots): Bless, Cure wounds, dispel magic, sleep, tongues

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

Adorable visage: In tiny form, all beings apart from aberrations and fiends suffer disadvantage on attack rolls against the Cuddlebat.

Celestial knowledge: Cuddlebats innately know a person or being’s alignment simply from being in their presence.  

Shapechanger: The Cuddlebat can shift between their tiny (golf-ball sized) bat form and a small (Halfling sized) humanoid form. In their bat form, they resemble a fluffy cotton ball with yellow wings and a trident-like nose. In humanoid form, they resemble a Halfling with fluffy white hair, an upturned nose, and massive yellow bat wings. Their statistics are the same in either form, but some passive traits or actions only work when in one form or the other.

Quantum Top hat: All cuddlebats are equipped with a magical top hat that changes size according to whether they’re in tiny form or small form. This top hat contains a pocket dimension where they keep all of the tools of their trade on hand. They can also use it to non-violently imprison enemies. 

 

Actions

Multiattack. The Cuddlebat manipulates light and makes a quantum top hat attack. 

Construct of Light: Cuddlebats are able to manipulate light into physical constructs using their innate magic. Because they are not violent, they prefer to use this ability to restrain enemies or defend themselves.

Light lasso: The Cuddlebat summons magical bindings made up of physical light that bind a single enemy in a 40 foot radius of the Cuddlebat’s choosing. The enemy must make a DC 18 strength saving throw or be grappled by the Cuddlebat’s magic. They must make the saving throw each turn they’re grappled until they manage to break free. 

Shield of light: The Cuddlebat summons a magical shield out of physical light that protects them, raising their armor class by three for two rounds, or until it is destroyed. The shield has an armor class of 17 and has 60 hp. 

Emotion manipulation: The Cuddlebat attempts to Charm  the enemy into thinking that the Cuddlebat is a friend. The enemy must make a Dc 18 intelligence saving throw or be charmed. Once charmed, the Cuddlebat can choose what alignment they want the target to be until the charm wears off. The charm lasts 24 hours. Additionally, the Cuddlebat must make physical contact to use this feature. 

Quantum Top hat: The Cuddlebat uses their Quantum top hat as a vortex that begins to drag everything within 30 feet into it. The enemy must make a DC 16 strength saving throw or be dragged 10 feet by the top hat towards it. The top hat can swallow a medium or smaller creature without difficulty, and a large creature in two turns. Once inside the top hat’s pocket dimension, only the Cuddlebat or anyone possessing the top hat can free those inside. Alternatively, dispel magic can close the pocket dimension.

Healing Touch (3/Day). The Cuddlebat touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The Cuddlebat magically polymorphs into their humanoid form or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Cuddlebat’s choice).

 

Description

Cuddlebats are tiny-to small sized Celestials. Their tiny form is an average length of 3.7 – 4.7 cm. Tiny Cuddlebats have a fluffy white coat. Their ears, face, nose and parts of their legs and wings are bright orange. Almost no hair grows on their black wings. Indeed, their tiny form resembles a small, cotton-ball-esque bat. Their small form, roughly the size of a Halfling, or three feet, resembles a Halfling superficially, but they possess pointy, almost elf-like ears, have fluffy white hair, and massive bat wings.

Cuddlebats are creatures created in the Huggletime factory by the God, Huggleton, the deity that embodies the concept of lawful good. Although made in a factory, they are, in fact, biological beings. In the same factory, celestial creations are made to aid up and coming clerics and paladins, as well as support creatures for those who need help, such as the helpful Adoro-kitten and the Celesti-puppy. Such creatures and items are often held in a Cuddlebat’s quantum top hat and dispersed to people as needed. 

Cuddlebats are brought up with one singular mission: To leave the multiverse a better place than they found it. They are enrolled in a celestial schooling system from the day they were made, up to 18 years, when they graduate. Their schooling is quite brutal, teaching about various universes, cultures, religions, customs, and therapy techniques, as well as magic. They are taught that the greatest thing in life is to help people.

Once a Cuddlebat graduates, they go on their Huggle-quest, to help 10,000 people across the multiverse and make the multiverse a better place than they found it. To this end, they often accompany up and coming good-aligned adventuring parties, join clerics at local temples to good-aligned deities (exposing any church corruption they find along the way), or become doctors or therapists. Once they complete their Huggle-Quest, they become full citizens of Cuddleopolis, the city-state of Cuddlebats, where they retire and live their lives. They are immortal until they complete the Huggle-quest, upon which they retire their immortality and live for another 400 years average before dying. 

Cuddlebats never initiate violent conflict themselves, although their quest can often bring them into dangerous situations. They prefer to bring things to the attention of local authorities when possible, except when authorities are corrupt. They always attempt to bring about a suitable non-violent solution. When forced into combat, they always flee if they’re on their own, unless the opponent is suitably weak, in which case they restrain them with their light lasso and then suck them into their top hat. They prefer to buff their allies and remove weak-to medium tier enemies from the battlefield as opposed to engaging in violence themselves. They are willing to sacrifice and risk their lives to save party members or weak and innocent people, but they always weigh the fact that if they die, they can’t bring about greater happiness later to others. 

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Monster Tags: Angel

Huggletime

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