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Angel Cherubim

Cherubim are awe-inspiring beings of immense complexity and symmetry, manifesting as hybrid entities with multiple faces—commonly those of a lion, eagle, bull, and a human—each representing a different primal force: power, vision, strength, and consciousness. Their bodies are wreathed in radiant, shifting geometry, often encased in overlapping, metallic feathers that shimmer like starlight. They possess four to six wings: some used for movement, others to veil their core—an intense, pulsating light said to house their essence. Beneath them, vast, intersecting wheels or rings of energy spin in silence, inscribed with unknown glyphs, acting as both locomotion and sensory organs.


Behaviour:
Cherubim are silent observers and unyielding wardens. They do not speak in words but communicate through pulses of thought, emotion, or harmonic resonance. Rarely aggressive, they respond with overwhelming force only when thresholds are violated or cosmic balances threatened. Their gaze alone induces visions of time, memory, and entropy. They do not sleep or tire; their awareness extends across dimensions simultaneously, watching both the physical and metaphysical realms.


Habitat:
Cherubim dwell in liminal zones—places between planes of existence. These include the edges of stars, deep voids between galaxies, ancient ruins where spacetime folds, or the axis points of mythic realms. They are often found near rifts, gateways, or relics of immense power, acting as eternal sentinels.


Modus Operandi:
Cherubim do not patrol; they anchor. Their presence stabilizes chaos, enforces universal boundaries, and safeguards knowledge or power not meant for mortal minds. When roused to act, they unfold their wings and descend with silent grace, rearranging reality around them to repel or bind intruders. Their actions follow ancient directives encoded in them by forces older than time.


Motivation:
Cherubim are not driven by desire, morality, or personal will. Their motivation is primordial obligation—to maintain the integrity of existence. They guard the threshold between order and chaos, between knowledge and madness. Whether placed there by a higher intelligence or born from the fabric of the universe itself, Cherubim exist to protect what must not be touched and to preserve what must never be forgotten.


  • Cherubim 5e
  • Cherubim 5e
  • Cherubim 3.5

Angel, Cherub

 Angel, Cherub

This large, four-winged humanoid bears a four-sided head with the faces of a lion, ox, eagle, and man. It wields a great flaming sword.

The cherubim are second only to the mighy seraphim in the angelic hierarchy. They are often placed as guardians of sites of great holy importance, such as the throne room of a deity. are the Cherubim are sometimes called the “guardians of light and of the stars” due to their rank and role among the angels.

A cherub is 12 feet tall and weighs 1,000 pounds.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongue’s ability.

Originally Posted by Shade of the En World forums.

On this Thread

Angel, Cherub
Large outsider (Angel, Extraplanar, Good)
Hit Dice36d8+324 (486 hp)
Initiative+11
Speed30 ft. (6 squares), Fly 60 ft. (good)
Armor Class42 (-1 size, +7 Dexterity, +26 natural), touch 16, flat-footed 35
Base Attack/Grapple+36/+53
Attack+5 fiery blast greatsword +53 melee (3d6+24 plus 3d6 fire/19-20 plus 6d6 fire on a critical hit) or slam +48 melee (2d8+13)
Full Attack+5 fiery blast greatsword +53/+48/+43/+38 melee (3d6+24 plus 3d6 fire/19-20 plus 6d6 fire on a critical hit) or 2 slams +48 melee (2d8+13)
Space/Reach10 ft./10 ft.
Special AttacksSpell-like abilities
Special QualitiesAll-around vision, change shape, damage reduction 20/epic and evil, Darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, localized omniscience, Low-Light Vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, Spell
Resistance
 38, tongues
SavesFort +29 (+33 against poison), Ref +27, Will +30
AbilitiesStrength 36, Dexterity 25, Constitution 28, Intelligence 28, Wisdom 30, Charisma 32
SkillsConcentration +48, Diplomacy +54, Escape Artist +46, Heal +49, Hide +42, Intimidate +50, Knowledge (Arcana) +48, Knowledge (nature) +48, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +49, Move Silently +46, Search +48, Sense Motive +49, Spellcraft +52 (+56 scrolls), Spot +49, Survival +10 (+14 following tracks, +14 on other planes, +14 in aboveground natural environments), Use Magic Device +50 (+54 scrolls), Rope Use+7 (+11 bindings)
FeatsBlinding SpeedCleaveCombat ExpertiseDodgeGreat CleaveEmpower Spell-Like Ability (fire storm), Improved InitiativeMobilityPower AttackQuicken Spell-Like Ability (greater dispel magic), Spell Stowaway (heal), Spring AttackWhirlwind Attack
EnvironmentAny good-aligned plane
OrganizationSolitary, pair, or host (4-8 plus up to 32 HD of lesser angels)
Challenge Rating25
TreasureNo coins; double goods; standard items
AlignmentAlways good (any)
Advancement37-54 HD (Huge), 55-70 HD (Gargantuan)
Level Adjustment

COMBAT

Cherubim are watchful guardians, able to see in all directions at once with their four-faced heads. Although they possess the usual angelic array of spell-like powers, the cherubim’s greatest weapon is the fiery power they imbue into their mighty blades.

A cherub’s natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.

All-Around Vision (Ex): A cherub’s many faces give it a +4 racial bonus on Spot and Search checks, and it can’t be flanked.

Change Shape (Su): A cherub can assume the form of any Small or Medium humanoid.

Fiery Blast (Su): Any melee weapon wielded by a cherub is trated as a fiery blast weapon. A fiery blast weapon is sheathed in fire, though this deals no damage to the cherub. On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.

Localized Omniscience (Su): Cherubim continuously use arcane sightdetect thoughtsdiscern lies, and true seeing as the spells (caster level 20th), except all function to a range of 120 feet.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of
invulnerability
, both with a radius of 20 feet (caster level 36th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Regeneration (Ex): A cherub takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Caster level 25th. The save DCs are Charisma-based.

Tongues (Su): A cherub can speak with any creature that has a language, as though using a tongues spell (caster level 36th). This ability is always active.

Originally appeared in Dragon Magazine #35 (1980).

By Unknown author - Book Scan (Taschen), Public Domain, https://commons.wikimedia.org/w/index.php?curid=36792232 Merkabah, Cherubim
By Unknown author – Book Scan (Taschen), Public Domain, https://commons.wikimedia.org/w/index.php?curid=36792232

Huge celestial (mythic), lawful neutral


Armor Class 21 (natural armor)
Hit Points 425 (30d12 + 240)
Speed 30 ft., fly 90 ft. (hover)


STRDEXCONINTWISCHA
27 (+8)14 (+2)26 (+8)20 (+5)28 (+9)25 (+7)

Saving Throws Wis +16, Cha +14, Con +15
Skills Insight +16, Perception +16, Arcana +12
Damage Resistances radiant, force, psychic
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 22 (41,000 XP)


Innate Spellcasting (Divine)

The cherubim’s spellcasting ability is Wisdom (spell save DC 24). It can innately cast the following spells, requiring no material components:

  • At will: detect magic, shield of faith, dispel magic, sacred flame, thaumaturgy
  • 3/day each: wall of force, flame strike, banishment, greater restoration, spirit guardians, teleport
  • 1/day each: plane shift, true seeing, holy aura, mass heal, divine word, sunbeam

Traits

Multi-Faced Awareness.
The cherubim has four faces—lion, eagle, bull, and human. It can’t be surprised and has advantage on Wisdom (Perception) and Intelligence (Investigation) checks.

Wings of Cosmic Balance.
As long as it has at least one wing, the cherubim has advantage on saving throws against spells and other magical effects.

Mythic Resilience (Recharge after a Long Rest).
When the cherubim is reduced to 0 hit points, it doesn’t die. Instead, it sheds its physical form and regains 150 hit points, removes all conditions, and gains access to its Mythic Actions for the rest of the encounter.


Actions

Multiattack.
The cherubim makes three attacks, choosing from Wings of Judgment, Face Gaze, or Wheel Slam.

Wings of Judgment. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 26 (4d8 + 8) radiant damage. The target must succeed on a DC 22 Constitution saving throw or be blinded until the end of its next turn.

Face Gaze (Recharge 5–6).
The cherubim activates one of its four faces, each unleashing a different effect in a 60-foot cone. Each target must succeed on a DC 24 saving throw (type depends on the face) or suffer the effect:

  • Lion (Fear): Wisdom save or frightened for 1 minute.
  • Bull (Force): Strength save or pushed 30 feet and knocked prone.
  • Eagle (Revelation): Intelligence save or take 8d8 psychic damage and be incapacitated for 1 round.
  • Human (Mercy): Charisma save or charmed and unable to take hostile actions against the cherubim for 1 minute.

Wheel Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 32 (6d8 + 8) force damage. The cherubim slams its massive, rotating cosmic wheel into a target with overwhelming force. The target must succeed on a DC 22 Dexterity saving throw or be banished as if by the banishment spell until the end of its next turn, temporarily removing them from the battlefield.

Reality Fold (Recharge 6).
The cherubim distorts space in a 90-foot radius centered on itself. All terrain in that area becomes difficult terrain. Enemies must succeed on a DC 24 Constitution saving throw or take 55 (10d10) force damage and be stunned for 1 round.


Legendary Actions

The cherubim can take 3 legendary actions, using only one at a time and only at the end of another creature’s turn.

  • Radiant Pulse. One creature within 30 feet must succeed on a DC 22 Dexterity saving throw or take 22 (4d10) radiant damage.
  • Shift Space (Costs 2 Actions). The cherubim teleports to an unoccupied space within 60 feet.
  • Gaze of Judgment (Costs 3 Actions). One creature the cherubim can see must succeed on a DC 24 Wisdom saving throw or be paralyzed until the end of its next turn.

Mythic Actions

(Available once Mythic Resilience triggers.)
At the end of another creature’s turn, the cherubim can use one of the following:

  • Form of the Four. Creates 3 illusory duplicates that mimic its movements (functions like mirror image but cannot be dispelled except by legendary actions).
  • Cosmic Echo. Automatically casts the last spell cast within 60 feet again, targeting enemies if possible.
  • Seal of Eternity. Prevents one creature it can see from regaining hit points until the start of its next turn.

Tactics

  • Begins combat with Holy Aura to bolster defenses.
  • Uses Face Gaze strategically for crowd control.
  • Uses Wheel Slam to isolate and banish dangerous foes.
  • Uses Reality Fold to control the battlefield and punish clustered enemies.
  • In Mythic form, uses Cosmic Echo to replicate enemy magic and Seal of Eternity to deny healing.

D&D 5E Epic Monsters: Cherub

Cherub DnD 5e BANNER.jpg

These direct servants of god guard the Garden of Eden (and therein the Tree of Life) and carry around celestial thrones. Cherubim are said to be the closest to god in Islam (dwelling in the sixth heaven around the Throne of God), they have the second-highest rank in Eastern Orthodox Christianity, and Jewish scholars placed them as either the ninth (second-lowest) rank of angels or in the Kabbalah the third rank. It’s in western Christianity (second-highest rank there) where this angel gets associated with Cupid and starts looking like a baby—cherubs—but otherwise it’s thought to be a winged angel with four heads: one eagle (birds), one human (humanity), one lion (wild animals), one ox (domesticated animals).

Cherub

Medium celestial, lawful good
Armor Class 16 (natural armor)
Hit Points 105 (14d8+42)
Speed 40 ft., fly 90 ft. (hover)

STRDEXCONINTWISCHA
18 (+4)​17 (+3)​16 (+3)​13 (+1)​17 (+3)​16 (+3)​

Skills Athletics +12, Perception +7, Religion +9
Damage Resistances cold, fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 22
Languages Celestial
Challenge 9 (5,000 XP)

Angelic Weapons. The cherub’s weapon attacks are magical. When the cherub hits with any weapon, the weapon deals an extra 10 (3d6) radiant damage (included in the attack).

Brass-Legged. The cherub has advantage on saving throws made to resist being knocked prone.

Divine Coals. The cherub is surrounded by a halo of fiery sparking coals. At the start of each of the cherub’s turns, each creature within 5 feet of it takes 7 (2d6) fire damage and 7 (2d6) lightning damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the cherub or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage and 7 (2d6) lightning damage.

Flyby. The cherub doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Four Heads. The cherub has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Innate Spellcasting. The cherub’s innate spellcasting ability is Wisdom (spell save DC 15). The cherub can innately cast the following spells, requiring no material components:

At will: detect evil and good, see invisibility

3/day each: healing word (as a 4th-level spell; 4d4+3)​

1/day each: dispel evil and good, flame strike

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

ACTIONS
Multiattack. The cherub attacks twice with its wings.

Wings. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage plus 10 (3d6) radiant damage.

REACTIONS
Solar Flare (Recharge 6). When the cherub takes damage from a melee attack, it can use its reaction to blast its attacker with divine light. The creature makes a DC 15 Constitution saving throw or it is blinded for 1d4 rounds.

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