Magic Resistance. The cherub has advantage on saving throws against spells and other magical effects.
Divine Ear. The cherub has advantage on Wisdom (Insight) checks to detect a spoken lie.
Spellcasting. The Cherub's spellcasting ability is [Charisma] (spell save DC 14) The Cherub has following spells, requiring only verbal components:
Cantrips (at will): Light, Thaumaturgy
1st level (1/day): bless, healing word, protection from evil and good, sanctuary
Blazing Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 4) [radiant] damage, and targets that rely on sight must make a DC 14 Charisma saving throw, or have disadvantage on its next attack roll before the start of the cherub's next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Rarely found on prime material planes, these tiny angels are countless in number among the realms of the Noble Gods. They are messengers for the angelic hosts as well as guides for souls newly arriving in the heavens.
Cherubim are less concerned with order and puritanism than most angels. They exist to promote kindness and comfort. Goodness is far more important than righteousness.
They are tireless in their service of the Divine Will and value cooperation over personal achievement. Wherever a task is too much for a single cherub, swarms of cherubim will gather to lend a hand.
A cherub tends to focus on the here and now. They will typically choose immediate good over some far off greater good.
Like their more powerful angelic brethren, cherubim are adept at catching lies. Whereas a planetar or solar will chafe in the presence of any deceit, a cherub only cares when a lie is hurtful. White lies are more likely to win a cherub's favor than harsh truths.
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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