Cherub (5e Creature)
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Large celestial (shapechanger), lawful good
Saving Throws Int +23, Wis +23, Cha +24
Shapechanger. The cherub can use the bonus action to polymorph into a humanoid, a bull, 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 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:
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.
Wings of the Divine. The cherub doesn't provoke an opportunity attack when it flies out of an enemy's reach. When the cherub flys through another creature's space, it must succeed a DC 30 Strength saving throw or be pushed away 15 feet and knocked prone.
Multiattack. In its true form, the cherub makes two greataxe attacks, one bite attack, one beak attack, and gore attack. 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: X (4d12 + 9) slashing damage plus X (7d8) radiant damage.
Longbow of Divine Wrath (True or Humanoid form only). Ranged Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: X (3d8 + 7) piercing damage plus X (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: X (3d8 + 9) piercing damage plus X (7d8) radiant damage.
Beak (True or Eagle form only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: X (3d6 + X) piercing damage plus X (7d8) radiant damage.
Gore (True or Bull form only). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: X (4d8 + 9) piercing damage plus X (7d8) radiant damage.
Screech (Recharges 5-6). The cherub releases an ear-piercing screech from its eagle head. Any hostile creature within 120 feet of the cherub must succeed a DC 30 Constitution saving throw. On a failed save, a target takes 63 (18d6) thunder damage and is deafened for 1 minute and stunned until the cherub’s next turn. On a success, the target takes half damage and is not deafened and stunned.
Roaring Radiance (Recharges 5-6). 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 or 66 (12d10) radiant damage plus X (6d8) thunder damage and be blinded on a failed save, and half as much damage and not be blinded on a successful one.
Heavnly Horns (Recharges 5-6). The cherub creates a pair of magical lances from the horns of the bull head that extend in two 25-foot line that is 5 feet wide, with 5 feet of space between them. Each creature within either line must succeed a DC 30 Dexterity saving throw or take X (10d8) radiant damage plus X (10d8) force damage and be knocked prone.
Etherealness. The cherub magically enters the Ethereal Plane from the Material Plane, or vice versa.
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.
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.
Wing Attack (Costs 2 actions). The cherub beats its wings. Each creature within 30 feet of the cherub must make a DC 30 Dexterity saving throw or take X (8d6 + 10) bludgeoning damage or be knocked prone. The cherub can then fly up to its flying speed.
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.
- See the aurochs in Volo’s Guide to Monsters page 207