Small Celestial, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 54 (12d6 + 2)
Speed 20 ft., fly 120 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
8 (-1)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +7, WIS +10, CHA +6
Skills Perception +8
Damage Resistances Fire, Necrotic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 18
Languages Celestial, Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 Flame-licked Feet. The cherub can move through the space of another creature as if it were difficult terrain, but cannot end its turn in an occupied space. Upon moving through a creature's space for the first time in a turn, that creature takes 2 (1d4) Fire damage. If a creature is grappled by the cherub, it takes this damage at the start of the cherub's turn.

Magic Resistance. The cherub has advantage on saving throws against spells and other magical effects.

Direct Line to the Divine. Whenever the cherub would attempt to communicate with a god of similar alignment to itself, such as with the divination spell, it always receives an answer.

Insightful. The cherub always knows when it is being lied to.

Innate Spellcasting. The cherub's spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: greater invisibility, sacred flame, detect evil and good, divination, mage hand, dancing lights, prestidigitation
3/day each: burning hands, mass healing word
1/day each: sleep, charm person

Actions

Bite. Melee Unarmed Attack: +4 to hit], reach 5ft., one target. Hit: 5 (1d8 + 1) piercing damage. The target must make a DC 15 Wisdom saving throw. On a failure, they suffer Vulnerability to Fire damage until the start of the cherub's next turn.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320ft., one target. Hit: 7 (1d6 + 4) Piercing damage.

Reactions

Stunning Radiance. When a creature makes a melee attack against the cherub, it produces a burst of divine flame, forcing the creature to make a DC 15 Wisdom saving throw. On a failure, it takes 2 (1d4) Fire damage and is blinded until the start of its next turn.

Description

The childlike cherub frollicks at the feet of the gods. A playful trickster, this creature delights in causing good-natured mayhem in the affairs of the serious minded supplicants who visit the temples it guards. While its pranks never cause deliberate harm, the victims of said pranks often find their patience tested as bottles of ink mysteriously tip into their laps, or their legs become tangled as they walk down an empty hall, or they find that their prayer beads have been stashed away under a cushion. Despite this mischief, the cherub is a divinely favored creature, and those who would attempt to do them harm may quickly find themselves subjected to far harsher tests by far crueler beings.

Cherubs typically prefer to remain unseen, but may rarely reveal themselves to the especially devout, or to those who require guidance in the pursuit of a divine goal. Furthermore, they enjoy causing unexpected good in the world just as much as they enjoy causing misfortune. Cherubs are known to be especially favored by gods of love and charity, and for each instance of frustration they cause, they may also create serendipity. A sudden rain surprises a courting couple, driving them to shelter together under a cramped awning. A gold piece slips from the pocket of a wealthy merchant, and falls into the cup of a beggar. A parent in devastating grief over the loss of their child finds their mind soothed as they pass into blissful sleep and gentle dreams. These are all the actions of that self-same mischief maker, and so despite their tricky nature, they are cherished and revered by the devout.

Cherubs are also known as protectors of children. A child who visits a church or temple protected by a cherub will find strange wonders, flickering lights and dancing toys, which no adult will believe when told about. When a child would come to some ill while in this space, the friendly visage of the cherub falls away, and it becomes an agent of utter destruction, imposing terrible penance upon the source of that ill.

Due to their status as beloved servants of the divine, cherubs are a favorite target of infernal beings. Devils in particular love to kidnap cherubs to deliver to their lords, and any devil who manages this feat is rewarded with promotion. Once captured, the cherub is subjected to a cruel ritual, transforming it from a force of good into an imp-like monstrosity. A cherub that has been corrupted in this way changes its alignment to Chaotic Evil and its creature type to Fiend. It loses access to the spell divination, as well as its Direct Line to the Divine trait, and replaces its sacred flame spell with chill touch. It also replaces its knowledge of the Celestial language with fluency in Infernal.

Monster Tags: Angel

VivianAleks

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