Magic Weapons. The cherub's weapon attacks are magical.
Divine Awareness. The cherub knows if it hears a lie.
Innate Spellcasting. The cherub's spellcasting ability is Charisma (spell save DC 23). The cherub can innately cast the following spells, requiring only verbal components:
At will: guidance, message, resistance, detect evil and good, command, invisibility (self only), enhance ability, plane shift (self only), word of recall, antimagic field
3/day each: astral projection, dominate monster, shapechange
1/day each: foresight, imprisonment, true resurrection
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.
Multiattack. The cherub uses its Frightful Presence. It then can make two melee attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, plus 36 (8d8) damage determined by the cherub's sovereign deity.
Purge of the Gatekeeper. Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 46 (8d8 + 10) damage determined by the cherub's sovereign deity. A creature that is frightened by the cherub and is reduced to 0 hit points by this attack is disintegrated into a pile of fine gray dust.
Frightful Presence. Each creature of the cherub's choice that is within 120 feet of the cherub and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the cherub's Frightful Presence for the next 24 hours.
Healing Touch (5/Day). The cherub touches another creature. The target magically regains 46 (8d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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