Innate Spellcasting. The Cherub's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
1/day each: detect evil and good spare the dying
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become charmed for 1 minute.
Invisibility. The Cherub magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the Cherub wears or carries is invisible with it.
Heart Touch. as a reaction, the Cherub will act as a channel for friendly willing casters healing spell, increasing the spell's healing by the Cherubs Wisdom, and will be cast from the Curb
Previous Versions
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