Cherub (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Cherub

Large celestial (shapechanger), lawful good


Armor Class 24 (natural armor)
Hit Points 580 (40d10 + 360)
Speed 60 ft., fly 240 ft.


STR DEX CON INT WIS CHA
29 (+9) 24 (+7) 29 (+9) 28 (+9) 28 (+9) 30 (+10)

Saving Throws Int +18, Wis +18, Cha +19
Proficiency Bonus +9
Damage Resistances radiant; bludgeoning, piercing, and slashing damage from magical weapon attacks not made by angelic weapons
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 240 ft., passive Perception 19
Languages all, telepathy 240 ft.
Challenge 32 (195,000 XP)


Shapechanger. The cherub can use the bonus action to polymorph into a Medium or smaller humanoid, a bull[1], a lion, a giant eagle, or back into its true form. Its statistics, other than its size and attack actions, are the same in each form. Any equipment it is wearing or carrying is absorbed or borne into its new form (cherub's choice). It reverts to its true form if its hit points are reduced to 0, but it returns to the amount of hit points it had before transforming.

Angelic Weapons. The cherub's weapon attacks are magical. When the cherub hits with any weapon, the weapon deals an extra 31 (7d8) radiant damage (included in the attack).

Celestial Mind. The cherub is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location, unless it wishes to be. The cherub knows the identity and location of the caster.

Divine Awareness. The cherub knows the alignment of any creature within 60 feet of it and if it hears a lie. Within that radius, the cherub passively benefits from the effects of detect evil and good, detect magic, and detect poison and disease, as though it had cast those spells

Freedom of Movement. The cherub ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Innate Spellcasting. The cherub's spellcasting ability is Charisma (spell save DC 30, +22 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: augury, bless, detect thoughts, greater invisibility (self only), guiding bolt (as a 6th-level spell), knock, lesser restoration, sending, thaumaturgy
4/day each: divination, greater restoration, hallow, revivify, spiritual weapon (as a 6th-level spell)
3/day each: dispel evil and good, dispel magic, find the path, heroes' feast, resurrection
2/day each: antimagic field, control weather, commune, divine word, earthquake, holy aura, mass heal
1/day each: gate, meteor swarm, storm of vengeance, time stop, true resurrection, wish (the cherub does not suffer negative effects from casting it)

Legendary Ability (5/Day). If the cherub fails an ability check, it can choose to succeed instead.

Legendary Resistance (5/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.

Omniproficient. The cherub is proficient in all skills, tools, and languages.

Soldier of the Gods. The cherub can't be affected or detected by spells of 6th level or lower unless it wishes to be and deals double damage to fiends. If the cherub kills a fiend under CR 19, regardless of whether it was in its plane of origin, it does not reform on its home plane.
The cherub is immune to acid, cold, and fire effects from nonmagical sources (such as a sulfur pit, a campfire, or freezing water), all nonmagical flames within a 30-foot radius are extinguished (unless the cherub chooses otherwise), and all doors and windows fly open, even if they are locked (unless the cherub chooses otherwise). Arcane lock does not prevent this.

Wings of the Divine. The cherub doesn't provoke an opportunity attack when it flies out of an enemy's reach. When the cherub flies through another creature's space, the creature must succeed on a DC 30 Strength saving throw or be pushed up to 15 feet away from the cherub and knocked prone.

Wrath of Heaven. The cherub gets three reactions per round. If the cherub hits with an opportunity attack, the attack is a critical hit and the target’s speed is reduced to 0 until their next turn.

ACTIONS

Multiattack. In its true form, the cherub makes five attacks: two with its greataxe, one with its bite, one with its beak, and one with its gore. Alternatively, the cherub may cast two spells.

Greataxe (True or Humanoid Form Only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 9) slashing damage plus 31 (7d8) radiant damage.

Longbow of Divine Wrath (True or Humanoid Form Only). Ranged Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 31 (7d8) radiant damage. If the target is a creature that has 100 hit points, it must succeed a DC 15 Constitution saving throw or die. If the creature is a fiend, undead, or an evil alignment, the DC is 23 and resurrection spells do not work on it. If the creature is a celestial, it has advantage on the save.

Bite (True or Lion Form Only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 31 (7d8) radiant damage.

Beak (True or Eagle Form Only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 31 (7d8) radiant damage.

Gore (True or Bull Form Only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 31 (7d8) radiant damage.

Healing Touch (5/Day). The cherub touches another creature. The target magically regains 50 (10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Divine Attack (Recharge 5-6). The cherub uses one of the following divine attacks:

Heavenly Horns. The cherub creates a pair of magical lances from the horns of the bull head that extend in two 25-foot lines that are 5 feet wide, with 5 feet of space between them. Each creature within either line must succeed on a DC 30 Dexterity saving throw or take 45 (10d8) radiant damage plus 45 (10d8) force damage and be knocked prone.
Radiant Roar. The cherub exhales a blast of radiant energy from its lion head in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 30 Dexterity saving throw. On a failed save, a creature takes 66 (12d10) radiant damage plus 27 (6d8) thunder damage and is blinded. On a successful save, a creature takes half as much damage and isn't blinded.
Supreme Screech. The cherub releases an ear-piercing screech from its eagle head. Each hostile creature within 120 feet of the cherub must succeed a DC 30 Constitution saving throw. On a failed save, a creature takes 63 (18d6) thunder damage and become deafened for 1 minute and stunned until the end of cherub's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned.

Etherealness. The cherub magically enters the Ethereal Plane from the Material Plane, or vice versa.

REACTIONS

Parry. The cherub adds 4 to its AC against one melee attack that would hit it. To do so, the cherub must see the attacker and be wielding a melee weapon.

Unbridled Fury. In response to being hit by a melee attack, the cherub can make one melee weapon attack with advantage against the attacker.

LEGENDARY ACTIONS

The cherub can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cherub regains spent legendary actions at the start of its turn.
Teleport. The cherub magically teleports, along with any equipment it is carrying or wearing, to an unoccupied space within 240 feet of it.
Wing Attack (Costs 2 Actions). The cherub beats its wings. Each creature within 30 feet of the cherub must succeed on a DC 30 Dexterity saving throw or take 38 (8d6 + 10) bludgeoning damage or be knocked prone. The cherub can then fly up to its flying speed.
Summon Celestial (Costs 3 Actions). The cherub summons either 1d8 couatls, 1d6 devas, 1d4 planetars, or 1 solar.

Angels are mysterious and downright deific to most mortals. To the vast majority, the concept of an angel alone is among one of the most powerful beings in all of existence. As such, many lower-class folks, not well versed in religious or celestial studies, may be surprised to find that angels have rankings that scale in power. To those who know this, it is generally accepted that the solar is the most powerful of the angels, for good reason. However, hidden in the archives of history, much of the knowledge of them lost to time, there are whispers of a rank of angels even higher and grander than the solar, and awesome in its form.

Divine Hosts. The few records that preserve its name speak of them as cherubim, not to be confused with the small, childlike image associated with them today: these cherubim are mighty and awe-striking, beautiful in every way. Its true form is also terrifying, however, as while most angels possess a single pair of wings, a cherub bears two powerful pairs of wings that cause great winds to strike all those around it when they flap and its visage is multiheaded: the dominant head is that of a beautiful humanoid, and the others are a gleaming white bull, a full-maned lion, and a golden beaked eagle. This frightening imagery serves only to reinforce the power they wield.
Little is known about the cherubim, even among the most well-educated scholars. Some debate whether they exist at all, while others argue furiously about the numbers of these angels, as the solars are said to be so few in population. Regardless, it is unanimously agreed that if the cherubim are real, they are among the most powerful of the divine warriors, possibly even directly serving the gods themselves. They can rip the ground apart, summon hellfire from the sky, and even bend reality. They command great hosts of celestials in the name of their gods and march upon the fiends of the lower planes when commanded.
It is said that cherubim can shapeshift into mortal form and hide from divination magic, so it is unclear if how many there are will ever be known. Likewise, it is also not known whether any have fallen, but if so, such a villain would no doubt be a force to be reckoned with. Cherubim are said to make the demon lords shudder upon the uttering of the word and that the threat of smiting from one can be used to bribe your way out of the Nine Hells of Baator, with a personal escort by Asmodeus himself. It is not known if this is true, but the fact such a concept was important enough to write down by scholars scattered across the world is evidence enough to hint that something powerful is out there.

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  1. See the aurochs in Volo’s Guide to Monsters page 207