Bestiary · Celestial

PR 18

Helionic Cherubim

Cherubim have four faces and cannot be surprised from any side. They keep the ways into the sanctums of Helion, and the old texts place one with a turning, flaming sword at every gate that mortals are not to pass.

Helionic Cherubim, drawn at Huge scale
Physiology
Celestial
Size
Huge
Speed
40 ft., fly 120 ft.
Armor class
21 (radiant plate)
Hit points
319 (22d12 + 176)
Proficiency
+6
  • STR 26 +8 save +8
  • DEX 18 +4 save +4
  • CON 26 +8 save +14
  • INT 22 +6 save +6
  • WIS 26 +8 save +14
  • CHA 24 +7 save +13
Skills
Perception +14 , Insight +14
Passive Perception
24
Senses
truesight 120 ft., telepathy 120 ft.
Languages
Common, Primordial
Damage resistances
necrotic
Damage immunities
radiant, fire
Condition immunities
charmed , frightened
Found in
Plane of Helion , Settlement , Rift Breach

Spells

Channels with WIS. Save DC 22, spell attack +14 .

Wards the places it keeps with Sun-Rifting.

Traits

  • Four Faces

    It cannot be surprised and has advantage on Perception checks.

  • Legendary Resistance

    Three times per day, when it fails a saving throw, it may choose to succeed instead.

Actions

  • Multiattack

    It makes two Flaming Sword attacks.

  • Flaming Sword

    +14 to hit · reach 10 ft.

    3d8 + 8 slashing damage

    The target takes an extra 5d8 fire damage.

  • Close the Gate

    DC 22 Charisma save

    Each hostile creature within 30 feet makes a Charisma saving throw or is pushed 30 feet away and cannot move closer to the cherubim until the end of its next turn. Recharges on a roll of 5 or 6 on a d6.

  • Sword Legendary

    It makes one Flaming Sword attack.

  • Ward Legendary

    This action costs two legendary actions. One ally within 60 feet gains 30 temporary hit points.