Pounce. If the cherub moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, the cherub can make one greatsword attack against it as a bonus action.
Angelic Weapons. The cherub's weapon attacks are magical. When the cherub hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Sure-Footed. The cherub has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Legendary Resistance (3/Day). If the cherub fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cherub has advantage on saving throws against spells and other magical effects.
Keen Sight and Smell. The cherub has advantage on Wisdom (Perception) checks that rely on sight or smell.
Divine Awareness. The cherub knows if it hears a lie.
Innate Spellcasting. The cherub's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will : command, compelled duel, cure wounds, detect evil and good, thunderous smite
3/day each : magic circle, dispel evil and good, dispel magic, resurrection
1/day each : commune, control weather
Multiattack. The cherub makes three melee attacks : two with it's claw and one with it's greatsword, or two longbow attacks; any of which it can replace by using it's roar.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 18 (4d8) radiant damage.
Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) piercing damage plus 18 (4d8) radiant damage.
Longbow. Ranged Spell Attack: +11 to hit, range 200/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 18 (4d8) radiant damage.
Roar (recharge 5-6). The cherub emits a magical roar. Each creature of the cherub's choice within 30 feet of the cherub and able to hear the roar must make a DC 22 Constitution saving throw. On a failed save, a creature is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Parry. The cherub adds 6 to its AC against one melee attack that would hit it or another creature within 5 feet of the cherub. To do so, the cherub must see the attacker.
The cherub can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cherub regains spent legendary actions at the start of its turn.
Teleport. The cherub magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Divine Magic. The cherub casts one of the spells it can cast at will.
Divine Ward (Costs 2 Actions). The cherub casts a protecting ward upon another creature it can see within 60 feet. Until the end of the cherub's next turn, the creature adds +6 to it's AC and has advantage on all saving throws it makes. The creature also gains 15 temporary hit points, which vanish at the end of it's next turn.
Description
Cherubs are the second highest ranked members of the celestial hierarchy, and the most numerous members of the first sphere. They are quadrupedal centaur-like creatures, having lower leonine bodies with great feathery wings akin to griffons and . Their head shows an androgym humanoid face stuck in a neutral expression and is crowned by a mighty pair of horns while bearing the eyes of an eagle, a strong mote of radiant light emanating from the back of their head. Their skin is almost marble-like in color and texture, and is, along with their horns, usually covered with golden glyphes and ceremonial jewelry. They have two pairs of large powerful eagle wings, which they can use to make incredibly complex maneuvers in the sky or parry attacks.
As the most numerous members of the first sphere, they take on a variety of roles, all prestigious, from guardians, messengers, and bodyguards. Skilled fighters, they don't shy away from the frontlines, but always put their divine duty first.
Tactics :
- The cherub is likely to start the fight by using it's roar, freezing many opponents in place and targetting the now vulnerable dangerous target.
- It will then use it's pounce, trying to knock a target prone to attack it with it's thunderous smite-infused greatsword, inflincting devastating damage.
- Cherubs excels at protectors, as such consider pairing them with a more support-oriented creature, like an angel or spellcaster.
Previous Versions
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1/11/2023 6:56:45 PM
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2/25/2023 10:39:15 PM
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3/20/2023 8:02:44 PM
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3/23/2023 8:33:08 PM
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