Huge Celestial, Any Alignment
Armor Class 21 (natural armor)
Hit Points 319 (22d12 + 176)
Speed 50 ft., Fly 140 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
27 (+8)
WIS
30 (+10)
CHA
27 (+8)
Saving Throws INT +15, WIS +17, CHA +15
Skills Acrobatics +13, Animal Handling +17, Arcana +15, History +15, Insight +17, Intimidation +15, Investigation +15, Perception +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities All damage from spells
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 27
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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.

Actions

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.

Monster Tags: Angel

SamsTensei

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