Shapechanger. The cherub can use the bonus action to polymorph into a Medium or smaller humanoid, a bull[1], a lion, a giant eagle, or back into its true form. Its statistics, other than its size and attack actions, are the same in each form. Any equipment it is wearing or carrying is absorbed or borne into its new form (cherub's choice). It reverts to its true form if its hit points are reduced to 0, but it returns to the amount of hit points it had before transforming.
Angelic Weapons. The cherub's weapon attacks are magical. When the cherub hits with any weapon, the weapon deals an extra 31 (7d8) radiant damage (included in the attack).
Celestial Mind. The cherub is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location, unless it wishes to be. The cherub knows the identity and location of the caster.
Divine Awareness. The cherub knows the alignment of any creature within 60 feet of it and if it hears a lie. Within that radius, the cherub passively benefits from the effects of detect evil and good, detect magic, and detect poison and disease, as though it had cast those spells
Freedom of Movement. The cherub ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Innate Spellcasting. The cherub's spellcasting ability is Charisma (spell save DC 30, +22 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: augury, bless, detect thoughts, greater invisibility (self only), guiding bolt (as a 6th-level spell), knock, lesser restoration, sending, thaumaturgy
4/day each: divination, greater restoration, hallow, revivify, spiritual weapon (as a 6th-level spell)
3/day each: dispel evil and good, dispel magic, find the path, heroes' feast, resurrection
2/day each: antimagic field, control weather, commune, divine word, earthquake, holy aura, mass heal
1/day each: gate, meteor swarm, storm of vengeance, time stop, true resurrection, wish (the cherub does not suffer negative effects from casting it)
Legendary Ability (5/Day). If the cherub fails an ability check, it can choose to succeed instead.
Legendary Resistance (5/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.
Omniproficient. The cherub is proficient in all skills, tools, and languages.
Soldier of the Gods. The cherub can't be affected or detected by spells of 6th level or lower unless it wishes to be and deals double damage to fiends. If the cherub kills a fiend under CR 19, regardless of whether it was in its plane of origin, it does not reform on its home plane.
The cherub is immune to acid, cold, and fire effects from nonmagical sources (such as a sulfur pit, a campfire, or freezing water), all nonmagical flames within a 30-foot radius are extinguished (unless the cherub chooses otherwise), and all doors and windows fly open, even if they are locked (unless the cherub chooses otherwise). Arcane lock does not prevent this.
Wings of the Divine. The cherub doesn't provoke an opportunity attack when it flies out of an enemy's reach. When the cherub flies through another creature's space, the creature must succeed on a DC 30 Strength saving throw or be pushed up to 15 feet away from the cherub and knocked prone.
Wrath of Heaven. The cherub gets three reactions per round. If the cherub hits with an opportunity attack, the attack is a critical hit and the target’s speed is reduced to 0 until their next turn.
Multiattack. In its true form, the cherub makes five attacks: two with its greataxe, one with its bite, one with its beak, and one with its gore. Alternatively, the cherub may cast two spells.
Greataxe (True or Humanoid Form Only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 9) slashing damage plus 31 (7d8) radiant damage.
Longbow of Divine Wrath (True or Humanoid Form Only). Ranged Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 31 (7d8) radiant damage. If the target is a creature that has 100 hit points, it must succeed a DC 15 Constitution saving throw or die. If the creature is a fiend, undead, or an evil alignment, the DC is 23 and resurrection spells do not work on it. If the creature is a celestial, it has advantage on the save.
Bite (True or Lion Form Only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 31 (7d8) radiant damage.
Beak (True or Eagle Form Only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 31 (7d8) radiant damage.
Gore (True or Bull Form Only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 31 (7d8) radiant damage.
Healing Touch (5/Day). The cherub touches another creature. The target magically regains 50 (10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Divine Attack (Recharge 5-6). The cherub uses one of the following divine attacks:
Heavenly Horns. The cherub creates a pair of magical lances from the horns of the bull head that extend in two 25-foot lines that are 5 feet wide, with 5 feet of space between them. Each creature within either line must succeed on a DC 30 Dexterity saving throw or take 45 (10d8) radiant damage plus 45 (10d8) force damage and be knocked prone.
Radiant Roar. The cherub exhales a blast of radiant energy from its lion head in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 30 Dexterity saving throw. On a failed save, a creature takes 66 (12d10) radiant damage plus 27 (6d8) thunder damage and is blinded. On a successful save, a creature takes half as much damage and isn't blinded.
Supreme Screech. The cherub releases an ear-piercing screech from its eagle head. Each hostile creature within 120 feet of the cherub must succeed a DC 30 Constitution saving throw. On a failed save, a creature takes 63 (18d6) thunder damage and become deafened for 1 minute and stunned until the end of cherub's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned.
Etherealness. The cherub magically enters the Ethereal Plane from the Material Plane, or vice versa
Enter the description for how bonus actions work for your monster here.
Parry. The cherub adds 4 to its AC against one melee attack that would hit it. To do so, the cherub must see the attacker and be wielding a melee weapon.
Unbridled Fury. In response to being hit by a melee attack, the cherub can make one melee weapon attack with advantage against the attacker
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The cherub can take 4 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.
Divine Hosts. The few records that preserve its name speak of them as cherubim, not to be confused with the small, childlike image associated with them today: these cherubim are mighty and awe-striking, beautiful in every way. Its true form is also terrifying, however, as while most angels possess a single pair of wings, a cherub bears two powerful pairs of wings that cause great winds to strike all those around it when they flap and its visage is multiheaded: the dominant head is that of a beautiful humanoid, and the others are a gleaming white bull, a full-maned lion, and a golden beaked eagle. This frightening imagery serves only to reinforce the power they wield. |
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Cherubim are celestial beings of divine origin, associated with the presence of the gods and the embodiment of holiness. These awe-inspiring creatures are often found in the service of deities, guarding sacred spaces, and enacting divine will. Their physical appearance is a testament to their sacred nature.
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Four Faces: Cherubim possess four faces, each representing a different creature: a human, a lion, an ox (or calf), and an eagle. These faces are intricately detailed, and their expressions convey wisdom, strength, and divine insight.
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Wings: Four wings sprout from their backs, with two folded to shield their bodies and two outstretched in a display of divine majesty. The wings' feathers glisten with an otherworldly radiance, and they have the ability to move with grace and incredible speed.
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Human Hands: Beneath their wings, cherubim have human hands, each with slender fingers that can deftly manipulate objects and symbols. These hands symbolize their readiness to serve and obey the divine will of their god
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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