Armor Class
13
Hit Points
10
(3d4 + 3)
Speed
20 ft., Fly 40 ft.
STR
6
(-2)
DEX
17
(+3)
CON
13
(+1)
INT
11
(+0)
WIS
12
(+1)
CHA
14
(+2)
Skills
Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances
Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities
Charmed, Exhaustion, Frightened
Senses
Darkvision 120 ft., Passive Perception 11
Languages
Celestial, Common
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Magic Resistance. The Cherub has advantage on saving throws against spells and other magical effects.
Actions
Small Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Censer. As an action select one creature in a 5ft reange from itself, whenever the target makes an attack roll or a saving throw before the effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw
This effect last until the Cherub's next turn.
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