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.
- 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.