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Monsters

Cherubim

Cherubim

"A Cherubim was placed outside the Garden with a fiery revolving sword, to guard the way."
Genesis 3:24

Guardians of the Sacred. Cherubim are among the most powerful celestials in existence (second only to the Seraphim), and are usually only found guarding locations of sacred importance in the cosmos. Only a few mortals have ever glimpsed a Cherub, and even then only for a few seconds at a time. Mystics and visionaries usually encounter these sacred guardians when they are granted visions of Heaven or of future events of great importance. Although Cherubim are almost exclusively found in the spiritual realm, there was one location in the material world deemed sacred enough to warrant the protection of a Cherub: the Tree of Life at the center of the Garden of Eden.

Supreme Intellect. Cherubim are exceptionally intelligent beings, and are sometimes described as beings of "pure intellect" when they take on their true forms in the heavenly realm. Mystics who have encountered these beings describe them as emotionless and supremely rational, with little to no understanding or empathy for human experience. Cherubim have a perfect understanding of the cosmos, including an encyclopedic knowledge of how all atoms and molecules knit together to form existence itself, but they are baffled by concepts such as the love a mother has for a child, or the hope that a mortal clings to in times of uncertainty. Because a Cherub has never known uncertainty, it is unable to fathom the concept of "faith" or "hope" or the human ability to believe in something without evidence. This is not to say that Cherubim are not good and loyal servants of the Most High God, only that their ancient nature makes them unable to empathize with the feelings and perspectives of mortals.

Huge Celestial, lawful good

Armor Class 20

Hit Points 260

Speed 40 ft., Fly 90 ft.

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 26 (+8) 30 (+10) 20 (+5) 30 (+10)

Saving Throws INT +14, WIS +14, CHA +17

Skills Perception +12

Damage Resistances Fire, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities Necrotic, Poison, Radiant

Condition Immunities Charmed, Exhaustion, Frightened, Poisoned

Senses Truesight 120 ft., Passive Perception 22

Languages All languages, Telepathy 120 ft.

Challenge 23 (50,000 XP)

Features

Legendary Resistance (3/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.

Special Equipment. Cherubim that guard sacred locations are usually equipped with a Fiery Revolving Sword. The sword hovers in an unoccupied space within 5 feet of the Cherub, but is considered to be held by the Cherub for effects that target it. Attacks made with this weapon are magical.

Innate Spellcasting. The Cherub's spellcasting modifier is Charisma, and can innately cast the following spells, requiring no material components:

At will: Dispel Magic, Invisibility (Self Only)

1/Day Each:

  • Commune
  • Fire Storm (Dex 25) (7d10 Fire) (Does not harm plants)
  • Gate
Actions

Fiery Revolving Sword. The Cherub mentally commands the revolving sword to move up to 30 feet in a straight line. As it moves, the sword whirls and revolves inside of a 15-foot-diameter sphere, centered on the sword. The sword deals damage as it moves. Any creature that enters this area for the first time on a turn must make a DC 25 Dexterity saving throw, taking 24 (3d8 + 10) Slashing damage plus 23 (5d8) Fire damage on a failed save, or half as much on a successful one.

Expand Consciousness. The Cherub touches a creature, granting its consciousness an expanded understanding of the universe. The target must succeed on a DC 25 Intelligence saving throw or become Stunned as the mysteries of the cosmos fill its subconscious. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. When the effect ends, the target gains proficiency in a new language, skill, or tool chosen by the GM or determined randomly.

Searing Burst. The Cherub emits a magical, divine energy. Each creature of its choice within 30 feet must make a DC 25 Dexterity saving throw, taking 28 (8d6) Fire damage plus 28 (8d6) Radiant damage on a failed save, or half as much on a success.

Legendary Actions

The Cherub can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action 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.

Spell. The Cherub casts a Spell.

Teleport. The Cherub magically teleports to an unoccupied space it can see within 120 feet.

Fiery Revolving Sword (Costs 2 Actions). The Cherub mentally commands the Fiery Revolving Sword to move up to 30 feet in a straight line, dealing damage as it moves.

Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.