Cherubim

by Sonixerse

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Cherubs

Cherubim are considered to be some of the highest ranking of all angels, save for the seraphim. These angels are tasked with safeguarding sacred locations of their respective divine domains. Such havens can include the very domain of their deity, divine sanctuaries scattered throughout the multiverse, or ancient temples or prisons housing powerful (and often dangerous) artifacts or creatures.

Divine Aspects

Cherubim tend to be much larger than standard angels. Their true form sports two pairs of glowing wings and a myriad of divine halos that encompass their form. These halos act as conduits that they can use to project their divine power. Due to their raw power, few mortals can directly gaze upon its true form without becoming blinded.

Sacred Guardians

There are very few accounts of where a mortal has encountered a cherub. Cherubs deal directly with their respective deity and have very few if any interactions with any mortals. Typically, if one comes face to face with cherubim, it means they have trespassed on a deity's sacred ground or even on their very domain.

Battle Tactics

Battling cherubim is akin to fighting a fragment of a god's true form. Merely looking in the direction of such an entity without being at risk of being blinded. In addition to its blinding radiance, the cherubim has a variety of divine magics at its disposal, making them incredible hard creatures to counter or prepare against.

Hallowed Weapons

In combat, the cherubim's first strategy is to intimidate its foes. It will use its hallowed turning ability to vaporize lesser creatures while turning any stronger threats. Thanks to their surprising airborne agility, the cherubim will then resort to ranged combat as it fires its hallowed arrows on its foes, which can prove to be quite dangerous against turned creatures. However, the most dangerous aspect about these divine weapons is their unique ability to annihilate the very soul of its target, reducing them to a pile of radiant ash.

Divine Wards

In addition to their offensive capabilities, cherubs have a variety of tools to protect themselves from harm. While in combat, cherubim typically use the Sanctuary spell after their standard attacks, making it incredibly hard for all but the most strong-willed creature to even be capable of targeting them. If the cherubim is close to death, it will save its greatest spell ability to full rejuvenate itself, bringing it back from the brink of death to begin the fight anew.



Cherubim

Large Celestial, varies


  • Armor Class 21(Divine Armor)
  • Hit Points 270 (20d10+160)
  • Speed 50ft., fly 150ft.

STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)

  • Saving Throws Wis +14, Wis +14, Cha +17
  • Skills Intimidation +17, Insight +14, Perception +14, Persuasion +17
  • Condition Immunities Blinded, Charmed, Frightened
  • Damage Resistances Radiant, Necrotic, Bludgeoning, Piercing, and Slashing from non-magical attacks
  • Senses truesight 120ft., passive Perception 24
  • Languages all, telepathy 120ft.
  • Proficiency Bonus +7 Challenge 24 (62000 xp)

All Seeing The cherubim cannot be surprised and has advantage on initiative checks as long as it is not incapacitated.

Blinding Radiance The cherubim magically gives off bright light in a 30ft. radius and dim light an additional 30ft. Creatures that starts its turn within range must make a DC 24 Constitution saving throw, unless the cherubim is incapacitated. On a failed save, the creature is blinded until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the cherubim's Blinding Radiance for the next 24 hours.

Divine Awareness The cherubim knows if it hears a lie.

Divine Radiance Whenever the cherubim magically produces light, this light is considered to be sunlight.

Flyby The cherubim doesn't provoke an opportunity attack when it flies outside an enemy's reach

Legendary Resistance(3/day) If the cherubim fails a saving throw, it can choose to succeed. Upon using this feature, it can regain 40 hitpoints.

Magical Attacks The cherubim’s attacks count as magical for the purpose of overcoming resistance

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

Radiance Resurrection (1/day) If the cherubim is reduced to 0 hitpoints, it can fully regain half its hitpoint maximum. Upon using this feature, all creatures within 30ft. radius of the cherubim that can see it must succeed a DC 25 Constitution saving throw. On a failed saving throw, affected creatures are blinded until the end of its next turn.

Innate Spellcasting

The cherubim's spellcasting ability is Charisma (spell save DC 25). The cherubim can innately cast the following spells, only requiring verbal components

  • At Will Detect Evil and Good, Protection from Evil and Good, Daylight, Sanctuary
  • 3/day each Dawn, Flame Strike, Holy Weapon, Wall of Light
  • 2/day each Holy Aura, Divine Word, Sunburst
  • 1/day each True Resurrection, Power Word Heal

Actions

Multiattack. The cherubim can make three weapon attacks

Hallowed Greatblade. Melee Weapon Attack: +15 to hit, 5ft., one target. Hit 22 (4d6+8) radiant damage + 13(3d8) fire damage + 13(3d8) radiant damage. If this attack reduces a creature to 0 hitpoints, it is instantly killed and is turned to ash. This attack deals a critical hit on a 18-20 against turned creatures.

Hallowed Bow. Ranged Weapon Attack: +15 to hit, 600ft., one target. Hit 15 (2d8+6) piercing damage + 13(3d8) fire damage + 13(3d8) radiant damage. If this attack reduces a creature to 0 hitpoints, it is instantly killed and is turned to ash. This attack deals a critical hit on a 18-20 against turned creatures.

Hallowed Turning(Recharge 5-6) As an action, the cherubim can unleash a pulse of divine energy to turn their enemies. Each creature of the cherubim's choice within 60ft. of it must succeed a DC 25 Charisma saving throw. On a failed saving throw, the target takes 63(14d8) radiant damage and is turned for one minute. On a successful saving throw, creatures take half damage and are not turned. A turned creature must spend its turns trying to move as far away from cherubim as it can, and it can't willingly move to a space within 30 feet of cherubim. It also can't take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action.

Bonus Actions

Radiant Flight The cherubim can use its bonus action to flash their radiant wings. All creatures within 10ft. of the cherubim must succeed a DC 25 Constitution saving throw or become blinded until the end of its next turn. Upon using this feature, the cherubim can fly up to half its movement speed.

Legendary Actions

The cherubim can take 3 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 cherubim regains spent legendary actions at the start of its turn.

Radiant Flight(1 action) The cherubim can use its Radiant Flight

Hallowed Strike(2 actions) The cherubim can make a single weapon attack

Divine Regeneration (2 actions) The cherubim can regain 40 hitpoints.

Resilience(3 actions) The cherubim can end one condition or spell effect on itself.

 

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