Celestial Guardian
Angel Cherubim — Four-Faced Celestial Guardian
Cherubim are four-faced, four-winged celestial custodians entrusted with places and objects that even other supernatural beings may be forbidden to approach. When a protected threshold is violated, they answer with impossible vigilance, binding wards, fourfold judgement and a greatsword burning with celestial fire.
Cherubim is the name of the order; a single member is a cherub.
Cherubim Mechanics
Each rules panel below represents the same celestial guardian using the native assumptions and terminology of that ruleset. Use one panel as a complete creature rather than mixing numbers or abilities between them.
Cherubim
Large Celestial (Angel), Lawful Good
AC 22
Initiative +18 (28)
HP 324 (24d10 + 192)
Speed 40 ft., Fly 120 ft. (Hover)
| Ability | Score | Mod | Save |
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 18 | +4 | +4 |
| CON | 26 | +8 | +15 |
| INT | 24 | +7 | +7 |
| WIS | 28 | +9 | +16 |
| CHA | 26 | +8 | +15 |
Skills Insight +16, Perception +23, Religion +14
Damage Resistance Fire
Damage Immunities Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 33
Languages All; Telepathy 120 ft.
CR 22 (41,000 XP; PB +7)
Traits
Fourfold Vigil. The Cherubim can’t be surprised and has Advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
Legendary Resistance (4/Day). If the Cherubim fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Cherubim has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The Cherubim makes three Flaming Greatsword attacks.
Flaming Greatsword. Melee Attack Roll: +16, reach 10 ft., one target. Hit: 19 (3d6 + 9) Slashing damage plus 13 (3d8) Fire damage plus 13 (3d8) Radiant damage.
Fourfold Judgment (Recharge 5–6). The Cherubim turns one of its four aspects upon creatures of its choice in a 60-foot Cone. It chooses one of the following faces each time it uses this action.
Lion — Wrath. Each affected creature makes a DC 24 Wisdom saving throw. On a failed save, it takes 36 (8d8) Radiant damage and has the Frightened condition until the end of its next turn. On a successful save, it takes half as much damage only.
Ox — Might. Each affected creature makes a DC 24 Strength saving throw. On a failed save, it takes 36 (8d8) Force damage, is pushed up to 30 feet away from the Cherubim, and has the Prone condition. On a successful save, it takes half as much damage and isn’t pushed or knocked Prone.
Eagle — Revelation. Each affected creature makes a DC 24 Constitution saving throw. On a failed save, it takes 36 (8d8) Radiant damage and has the Blinded condition until the end of its next turn. On a successful save, it takes half as much damage only.
Human — Mercy. Each affected creature makes a DC 24 Charisma saving throw. On a failed save, it takes 36 (8d8) Radiant damage and has the Charmed condition until the end of its next turn. While Charmed this way, the creature can’t take the Attack action. On a successful save, it takes half as much damage only.
Spellcasting. Wisdom is the Cherubim’s spellcasting ability (spell save DC 24). It requires no Material components when casting the following spells:
At Will: Detect Evil and Good, Detect Magic
2/Day Each: Banishment, Greater Restoration
1/Day Each: Blade Barrier, Plane Shift, Wall of Force
Reaction
Seal the Threshold. When a creature the Cherubim can see within 120 feet of itself starts to teleport or travel to another plane, the Cherubim forces that creature to make a DC 24 Charisma saving throw. On a failed save, that teleportation or planar travel fails to move the creature and it remains where it is. If the triggering effect would move several creatures, this reaction affects only the creature that made the saving throw.
Legendary Actions
The Cherubim has three Legendary Action uses. Immediately after another creature’s turn, it can expend one or more uses to take one of the options below. The Cherubim regains all expended uses at the start of its turn.
Vigilant Flight. The Cherubim moves up to half its Fly speed without provoking Opportunity Attacks.
Watcher’s Gaze. One creature the Cherubim can see within 120 feet must succeed on a DC 24 Wisdom saving throw or be unable to take Reactions and have Disadvantage on its next attack roll before the end of its next turn.
Binding Light (Costs 2 Uses). One creature the Cherubim can see within 60 feet must succeed on a DC 24 Strength saving throw or have the Restrained condition until the end of its next turn.
Angel, Cherubim CR 22
XP 614,400 — LG Large outsider (angel, extraplanar, good)
Init +10; Senses darkvision 60 ft., low-light vision, true seeing; Perception +40
Aura protective aura, seal the threshold (60 ft.)
Defense
AC 40, touch 15, flat-footed 34 (+6 Dex, +25 natural, –1 size); against attacks by evil creatures, protective aura increases its AC to 44
hp 348 (24d10+216); regeneration 15 (evil artifacts, effects, and spells)
Fort +23, Ref +20, Will +23; +4 vs. poison, +4 resistance vs. evil through protective aura
DR 15/epic and evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 33
Offense
Speed 40 ft., fly 120 ft. (good)
Melee +5 flaming burst greatsword +38/+33/+28/+23 (3d6+20/17–20 plus 1d6 fire; +1d10 fire on a critical hit)
Space 10 ft.; Reach 10 ft.
Special Attacks fourfold judgment, spell-like abilities
Spell-Like Abilities
CL 20th; concentration +29
Constant: detect evil, detect magic, discern lies (DC 23), true seeing
At Will: aid, continual flame, dimensional anchor, greater dispel magic, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, wall of fire
3/Day: blade barrier (DC 25), flame strike (DC 24), glyph of warding (DC 22), greater teleport, heal
1/Day: banishment (DC 26), dimensional lock, greater restoration, plane shift (DC 26), wall of force
Statistics
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 | 22 | 28 | 24 | 28 | 28 |
Base Atk +24; CMB +35; CMD 51
Feats Cleave, Combat Reflexes, Critical Focus, Flyby Attack, Great Cleave, Hover, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Staggering Critical, Stand Still
Skills Acrobatics +33, Craft (wards) +34, Diplomacy +36, Fly +35, Knowledge (arcana) +34, Knowledge (history) +34, Knowledge (planes) +34, Knowledge (religion) +34, Perception +40, Sense Motive +36, Spellcraft +34, Stealth +29, Survival +36
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape
Ecology
Environment any good-aligned plane or divine estate
Organization solitary, pair, or vigil (3–4)
Treasure double treasure, including its +5 flaming burst greatsword; an object placed in its custody is not automatically part of its treasure
Special Abilities
Change Shape (Su). The Cherubim can assume a Small or Medium humanoid form as though using alter self.
Fourfold Vigil (Ex). The Cherubim observes its surroundings through all four aspects simultaneously. It cannot be flanked and gains a +4 racial bonus on Perception checks. This bonus is included above.
Fourfold Judgment (Su). Once every 1d4 rounds, as a standard action, the Cherubim turns one face upon creatures of its choice in a 60-foot cone. The save DC is 31 and is Charisma-based. A creature that succeeds against a particular face is immune to that face’s judgment for 24 hours.
Lion — Wrath: Will DC 31 negates. A creature that fails is frightened for 1d4 rounds.
Ox — Might: Reflex DC 31 half. A creature that fails takes 12d6 force damage, is knocked prone, and is pushed 20 feet directly away from the Cherubim. A successful save halves the damage and negates the prone and forced movement.
Eagle — Revelation: Fortitude DC 31 negates. A creature that fails is blinded for 1d4 rounds.
Human — Mercy: Will DC 31 negates. A creature that fails is staggered for 1 round.
Staggering Critical. When the Cherubim confirms a critical hit with its greatsword, the target must succeed on a DC 34 Fortitude save or be staggered for 1d4+1 rounds. A successful save reduces the duration to 1 round. The save DC is 10 + the Cherubim’s base attack bonus.
Good-Aligned Weapons (Su). The Cherubim’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Protective Aura (Su). Against attacks made or effects created by evil creatures, creatures within 20 feet of the Cherubim gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws. The aura otherwise functions as magic circle against evil and lesser globe of invulnerability, each with a 20-foot radius and caster level 24th.
Seal the Threshold (Su). Any teleportation or planar-travel effect that would move a creature into, out of, or through the Cherubim’s 60-foot aura must succeed on a caster level check against DC 31. On a failure, that effect fails to move any creature whose travel would cross the aura. Creatures outside the ward that do not cross its boundary are unaffected. If an ability has no defined caster level, use the originating creature’s Hit Dice for this check. The Cherubim can suppress or resume this aura as a free action.
Truespeech (Su). The Cherubim can speak with any creature that has a language as though using tongues. This ability is always active and functions at caster level 24th.
Angel, Cherubim
Large Outsider (Angel, Extraplanar, Good)
Hit Dice 24d8+216 (324 hp)
Initiative +10
Speed 40 ft.; fly 120 ft. (good)
Armor Class 40 (–1 size, +6 Dex, +25 natural), touch 15, flat-footed 34; against attacks by evil creatures, protective aura increases its AC to 44
Base Attack/Grapple +24/+38
Attack +5 flaming burst greatsword +38 melee (3d6+20/17–20 plus 1d6 fire)
Full Attack +5 flaming burst greatsword +38/+33/+28/+23 melee (3d6+20/17–20 plus 1d6 fire)
Space/Reach 10 ft./10 ft.
Special Attacks fourfold judgment, spell-like abilities
Special Qualities change shape, damage reduction 15/epic and evil, darkvision 60 ft., fourfold vigil, good and epic weapons, immunity to acid, cold and petrification, low-light vision, protective aura, regeneration 15, resistance to electricity 10 and fire 10, seal the threshold, spell resistance 33, tongues
Saves Fort +23, Ref +20, Will +23; +4 vs. poison and +4 resistance vs. evil through protective aura
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 | 22 | 28 | 24 | 28 | 28 |
Skills Concentration +36, Diplomacy +38, Escape Artist +33, Heal +36, Intimidate +36, Knowledge (arcana) +34, Knowledge (nature) +34, Knowledge (religion) +34, Knowledge (the planes) +34, Listen +36, Search +38, Sense Motive +36, Spellcraft +36, Spot +40, Survival +36
Feats Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Hover, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic)
Environment any good-aligned outer plane
Organization solitary, pair, or vigil (3–4)
Challenge Rating 22
Treasure double standard, including +5 flaming burst greatsword; an entrusted object is not automatically treasure
Alignment always lawful good
Advancement 25–36 HD (Large)
Level Adjustment —
Spell-Like Abilities
Caster Level 20th
Constant: detect evil, detect magic, discern lies (DC 23), true seeing
At Will: aid, continual flame, dimensional anchor, greater dispel magic, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, wall of fire
3/Day: blade barrier (DC 25), flame strike (DC 24), glyph of warding (DC 22), greater teleport, heal
1/Day: banishment (DC 26), dimensional lock, greater restoration, plane shift (DC 26), wall of force
Special Abilities
Change Shape (Su). The Cherubim can assume a Small or Medium humanoid form as though using alter self.
Fourfold Vigil (Ex). The Cherubim cannot be flanked and gains a +4 racial bonus on Search and Spot checks. These bonuses are included above.
Fourfold Judgment (Su). Once every 1d4 rounds, as a standard action, the Cherubim turns one face upon creatures of its choice in a 60-foot cone. The save DC is 31 and is Charisma-based. A creature that succeeds against a particular face is immune to that face’s judgment for 24 hours.
Lion — Wrath: Will DC 31 negates. Failure leaves the creature frightened for 1d4 rounds.
Ox — Might: Reflex DC 31 half. Failure deals 12d6 force damage, knocks the creature prone, and pushes it 20 feet directly away from the Cherubim. Success halves the damage and negates the prone and forced movement.
Eagle — Revelation: Fortitude DC 31 negates. Failure blinds the creature for 1d4 rounds.
Human — Mercy: Will DC 31 negates. Failure leaves the creature staggered for 1 round.
Good and Epic Weapons (Su). The Cherubim’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
Protective Aura (Su). Against attacks made or effects created by evil creatures, creatures within 20 feet of the Cherubim gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws. The aura otherwise functions as magic circle against evil and lesser globe of invulnerability, each with a 20-foot radius and caster level 24th.
Regeneration (Ex). The Cherubim takes normal damage from epic evil-aligned weapons and from spells or effects with the evil descriptor.
Seal the Threshold (Su). Any teleportation or planar-travel effect that would move a creature into, out of, or through the Cherubim’s 60-foot aura must succeed on a caster level check against DC 31. Failure prevents any affected creature whose movement would cross the aura from travelling. If the originating ability has no caster level, use the creature’s Hit Dice for the check. The Cherubim may suppress or resume this aura as a free action.
Tongues (Su). The Cherubim can speak with any creature that has a language as though using tongues. This ability is always active and functions at caster level 24th.
What Does a Cherubim Guard?
A Cherubim is a custodian before it is a warrior. Its charge may be a physical treasure, but the most dangerous assignments concern boundaries: a door that must remain closed, a prisoner who must remain contained, an archive whose contents cannot safely enter mortal politics, or a relic whose possession would overturn an ancient settlement.
Objects of Custody
Forbidden weapons, celestial seals, royal or divine regalia, dangerous books, fragments of primordial beings, keys to planar gates, or objects surrendered under an ancient treaty.
Places of Custody
Divine estates, sealed archives, imprisoned gateways, boundary chambers, lost sanctuaries, extradimensional vaults and locations where two planes could otherwise be forced together.
Adventurers who assume every Cherubim merely prevents outsiders from entering can make a catastrophic mistake. Some thresholds exist because whatever lies beyond them must never be allowed to leave.
The Four Faces
The Cherubim does not possess four separate personalities. Its four faces are simultaneous aspects of a single intelligence, expressing different forms of guardianship and judgement.
Reason, mercy, testimony and the authority to judge intention rather than appearance alone.
Authority, courage and wrath directed at those who knowingly violate the protected boundary.
Endurance, strength, burden and the immovable duty to hold a place against overwhelming force.
Vigilance, revelation and perception capable of finding the intruder who expected darkness or deception to hide them.
Running a Cherubim Encounter
It Warns Before It Hunts
A Cherubim knows the difference between approaching a boundary and violating it. Unless its orders demand immediate violence, it normally identifies itself, states the prohibition and gives an intelligent creature an opportunity to withdraw.
That warning is not weakness. Once the protected line is knowingly crossed, the guardian stops treating the intruders as confused travellers and begins treating them as a breach.
Can Characters Negotiate with a Cherubim?
Yes. Cherubim are extraordinarily intelligent beings rather than automated wards. Negotiation succeeds by addressing custody, not by simply convincing the guardian to become friendly.
Proof of lawful authority, fulfilment of an old covenant, evidence that the original command has become contradictory, transfer of custody to an authorised successor, or proof that leaving the protected object where it stands now creates the greater danger can all matter. Bribery generally does not.
How It Fights
The Cherubim controls access before pursuing damage. It prevents teleportation, blocks routes, blinds or frightens key intruders, restrains creatures trying to pass it and uses its sword against enemies who continue advancing.
It does not normally abandon its charge merely because an injured enemy runs away. An intelligent opponent can exploit that limitation, but a retreat intended only to lure the guardian from the threshold rarely works.
Can Teleportation Bypass the Guardian?
Not reliably. Seal the Threshold is specifically intended to prevent a protected doorway from becoming irrelevant simply because an intruder possesses teleportation or planar travel.
The ability does not suppress ordinary spellcasting and is not a universal antimagic field. It interferes with magical movement across the protected boundary; creatures remain free to walk, fly, fight, cast other magic or seek a different solution.
Does Killing the Cherub Open the Ward?
Not automatically. The Cherubim’s personal aura ends when the creature can no longer sustain it, but independent glyphs, seals, bindings, walls, contracts and planar structures remain in force unless their own rules say otherwise.
If the party kills a Cherubim and immediately opens the protected gate without learning why it was guarded, the consequences should follow from the thing behind the threshold rather than from an arbitrary punishment imposed by the GM.
Cherubim, Ophanim and Other Angels
Cherubim belong to the wider family of angels, but their identity is defined by custody rather than by membership in a simple ladder of increasing combat power.
Cherubim and Ophanim
A Cherubim is not a celestial wheel. The Ophanim are the strange wheel-like celestials associated with rotating rings, innumerable eyes and celestial movement. Cherubim may work beside Ophanim, but the two are separate beings with separate forms and duties.
Cherubim and Seraphim
Seraphim are a separate high angelic order associated with overwhelming celestial flame and direct divine authority. A Cherubim should not be treated merely as a weaker Seraphim: its speciality is guardianship, containment and the enforcement of boundaries.
Cherubim and Planetars
A Planetar is more readily understood as a great martial angel, champion or commander. A Cherubim is more likely to remain in one strategically or cosmologically critical place for centuries than to campaign across worlds.
Cherubim in 1454
In 1454, most mortals live their entire lives without seeing a Cherubim. Its appearance means that an apparently local event has touched something far older or more dangerous than ordinary politics.
A Cherubim might manifest beneath an imperial fortress after miners expose a sealed gate, appear within a university archive when scholars assemble fragments of a forbidden text, descend upon a battlefield where a buried relic has been uncovered, or stand inside a princely treasury because one object among thousands was never supposed to belong to any mortal ruler.
Scholars of natural philosophy can recognise that such beings obey consistent supernatural laws, but understanding those laws does not give them authority over the guardian. A brilliant explanation of planar geometry remains irrelevant if the Cherubim’s charge is simply: no one crosses this threshold.
When one appears publicly, rulers, mercenaries, scholars and occult societies may all rush toward the same conclusion—that whatever the creature guards must be valuable. The wiser question is why something powerful enough to require a Cherubim was placed there in the first place.
Adventure Hooks
The Treaty Vault
A Cherubim has guarded a sealed document since antiquity. A newly crowned ruler claims the treaty must be opened to prevent war, but the guardian recognises no surviving authority with permission to break the seal.
The Guardian Is Correct
Demons assault an ancient fortress and the characters are asked to help reach the treasure within. The Cherubim is not protecting treasure from the demons; it is stopping both armies from releasing the prisoner below it.
The Impossible Order
Two ancient commands governing the same celestial vault now contradict each other. The Cherubim cannot abandon either duty and asks mortals to establish which obligation still has lawful force.
The Missing Custodian
A planar gate that has been watched for centuries stands unguarded for the first time. The problem is not that someone defeated its Cherubim. The guardian left voluntarily—and nobody knows what could have drawn it away.
Historical and Mythic Context
The idea of a supernatural being stationed at a dangerous threshold is far older than fantasy roleplaying. Monumental composite guardians in the ancient Near East stood at important gateways as protective figures: the human-headed winged bulls of Neo-Assyrian royal architecture are a famous surviving example.
That older visual language of wings, human and animal features, watchfulness and guarded entrances provides a useful historical parallel for the fantasy Cherubim without requiring every composite guardian tradition to describe the same creature. For an archaeological example, see the British Museum’s human-headed winged guardian from Khorsabad.
Later European art continued to experiment with multiple wings and composite celestial imagery. The historical illustration below is a sixteenth-century Tetramorph fresco from Meteora. It is retained as a visual record of the fourfold artistic tradition rather than as a literal anatomical diagram for the SpiralWorlds creature.
Fantasy gaming developed its own versions of celestial guardians. The Dragon #35, published in March 1980, included William Fawcett’s article Angels in Dungeons and Dragons, an early roleplaying-game treatment of several angelic beings including powerful guardians. That article is historical RPG inspiration only; the mechanics on this page are independently constructed rather than reproductions of its statistics or of later fan conversions.
Issue details and contents can be checked through The Acaeum’s index of The Dragon #35.
Sources, Compatibility and Licensing
5.5e-Compatible Rules
The modern Cherubim is an original SpiralWorlds creature constructed for compatibility with the current fifth-edition rules framework rather than copied from an official monster.
Rules terminology is informed by the System Reference Document 5.2.1, which is available under the Creative Commons Attribution 4.0 International licence.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Pathfinder 1e Rules
The Pathfinder stat block is independently constructed using the Pathfinder RPG rules framework and open angel mechanics. The Pathfinder Solar serves as a high-level balance reference rather than as a copied creature.
Reference: Archives of Nethys — Solar.
D&D 3.5e Rules
The 3.5e stat block is a fresh SpiralWorlds reconstruction using the Revised System Reference Document’s outsider, angel and spell-like-ability rules. It does not reproduce the older fan conversion formerly presented on this page.
References: D20 SRD — Angels and D20 SRD — Special Abilities.
Historical Inspiration
Ancient gateway guardians, medieval and early-modern composite celestial art and the guardian role found in early fantasy RPG treatments inform the presentation. These sources provide historical and artistic context rather than game statistics.
See the British Museum, Wikimedia Commons and The Acaeum’s Dragon #35 index.
This is an unofficial multi-system fantasy RPG reference. No endorsement by the publishers or rights holders of the referenced game systems is implied.
Open Game License v1.0a and copyright notice
Open Game Content designation: the Pathfinder 1e and D&D 3.5e game mechanics contained in their respective mechanics panels are designated Open Game Content to the extent that they derive from, adapt or operate through Open Game Content. The 5.5e-compatible mechanics are published separately under the SRD 5.2.1 Creative Commons framework described above. Original SpiralWorlds narrative text, setting material, historical commentary, artwork, captions, page design, CSS and navigation are not designated Open Game Content.
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COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Archives of Nethys. Copyright 2010, Blake Davis.
Angel Cherubim — Four-Faced Celestial Guardian. Copyright 2026, SpiralWorlds.
