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<blockquote data-quote="Quickleaf" data-source="post: 6361494" data-attributes="member: 20323"><p>Here is a new 5e "monster" that I am working on for my Planescape campaign, and could use some feedback on.</p><p></p><p><span style="font-size: 15px">Cherubim</span></p><p>Cherubim are the least of the native seraphim of the Twin Paradises of Bytopia. They appear as small beings with two childlike angelic faces, two pairs of white wings sprouting from where it's neck would be, lacking in torso or limbs.</p><p></p><p>Cherubim embody naive curiosity, perennial optimism, and exchange of simple gifts with unseen rewards. They are incapable of lying and must honor their debts. Their duties are to protect/guide worthy travelers, serve as elusive messengers for more powerful celestials, and share the gift of song (which sometimes hides clues). Groups of them can gather into celestial choirs with the power to compel an evil creature to fulfill its end of a bargain or banish evil-doers from Bytopia.</p><p></p><p><img src="http://christianimagesource.com/seraphim_angels__image_3_sjpg1468.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><span style="color: DarkOrange"><strong>Cherubim</strong></span></p><p><span style="color: DarkOrange"><em>Small celestial, neutral good (lawful)</em></span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>AC</strong> 13</span></p><p><span style="color: DarkOrange"><strong>Hit Points </strong>22 (4d8+4)</span></p><p><span style="color: DarkOrange"><strong>Speed</strong> 5 ft, fly 30 (hover)</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>Abilities</strong> Str 10 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 14 (+2)</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>Skills</strong> perform +4</span></p><p><span style="color: DarkOrange"><strong>Damage Immunities</strong> radiant</span></p><p><span style="color: DarkOrange"><strong>Damage Resistances</strong> bludgeoning, piercing, or slashing from non-magical weapons</span></p><p><span style="color: DarkOrange"><strong>Senses</strong> darkvision (60 ft), passive perception 12</span></p><p><span style="color: DarkOrange"><strong>Languages</strong> common, celestial</span></p><p><span style="color: DarkOrange"><strong>Challenge </strong>1 (200 XP)</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>Telepathy:</strong> The cherubim can communicate with any creature that can communicate telepathically with any creature within 100 feet of it that can understand a language.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>Vigilant:</strong> Due to having two faces, the cherubim cannot be surprised.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>ACTIONS</strong></span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>Radiant Touch:</strong> <em>Melee attack</em>: +3 to hit, reach 5 ft, one target.<em> Hit: </em> 2d6 radiant damage.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>Celestial Choir (Recharge 5-6):</strong> The cherubim sing a heart-achingly beautiful song evoking regret, penitence, and reflection. All creatures within 30 feet must make a DC 12 Wisdom save or be incapacitated for a round. Additionally, if 10 or more cherubim sing in concert, and collectively target the same evil creature, a failed save also causes the creature to be banished from the Twin Paradises or compels it to fulfill its end of a bargain.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>Innate Spellcasting:</strong> The cherubim casts as a 4th level cleric (Wisdom, save DC 12, spell attack +4). It can innately cast the following spells:</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Cantrips: <em>light</em> (at-will)</span></p><p><span style="color: DarkOrange">1st level: <em>detect evil and good</em> (at-will), <em>guiding bolt</em> (1/day), <em>healing word</em> (3/day), <em>sanctuary</em> (1/day).</span></p><p><span style="color: DarkOrange">2nd level: <em>calm emotions</em> (1/day), <em>warding bond </em>(1/day), <em>zone of truth</em> (1/day).</span></p><p><span style="color: DarkOrange"></span></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6361494, member: 20323"] Here is a new 5e "monster" that I am working on for my Planescape campaign, and could use some feedback on. [size=4]Cherubim[/size] Cherubim are the least of the native seraphim of the Twin Paradises of Bytopia. They appear as small beings with two childlike angelic faces, two pairs of white wings sprouting from where it's neck would be, lacking in torso or limbs. Cherubim embody naive curiosity, perennial optimism, and exchange of simple gifts with unseen rewards. They are incapable of lying and must honor their debts. Their duties are to protect/guide worthy travelers, serve as elusive messengers for more powerful celestials, and share the gift of song (which sometimes hides clues). Groups of them can gather into celestial choirs with the power to compel an evil creature to fulfill its end of a bargain or banish evil-doers from Bytopia. [img]http://christianimagesource.com/seraphim_angels__image_3_sjpg1468.jpg[/img] [color=DarkOrange][b]Cherubim[/b] [i]Small celestial, neutral good (lawful)[/i] [b]AC[/b] 13 [b]Hit Points [/b]22 (4d8+4) [b]Speed[/b] 5 ft, fly 30 (hover) [b]Abilities[/b] Str 10 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 14 (+2) [b]Skills[/b] perform +4 [b]Damage Immunities[/b] radiant [b]Damage Resistances[/b] bludgeoning, piercing, or slashing from non-magical weapons [b]Senses[/b] darkvision (60 ft), passive perception 12 [b]Languages[/b] common, celestial [b]Challenge [/b]1 (200 XP) [b]Telepathy:[/b] The cherubim can communicate with any creature that can communicate telepathically with any creature within 100 feet of it that can understand a language. [b]Vigilant:[/b] Due to having two faces, the cherubim cannot be surprised. [b]ACTIONS[/b] [b]Radiant Touch:[/b] [i]Melee attack[/i]: +3 to hit, reach 5 ft, one target.[i] Hit: [/i] 2d6 radiant damage. [b]Celestial Choir (Recharge 5-6):[/b] The cherubim sing a heart-achingly beautiful song evoking regret, penitence, and reflection. All creatures within 30 feet must make a DC 12 Wisdom save or be incapacitated for a round. Additionally, if 10 or more cherubim sing in concert, and collectively target the same evil creature, a failed save also causes the creature to be banished from the Twin Paradises or compels it to fulfill its end of a bargain. [b]Innate Spellcasting:[/b] The cherubim casts as a 4th level cleric (Wisdom, save DC 12, spell attack +4). It can innately cast the following spells: Cantrips: [i]light[/i] (at-will) 1st level: [i]detect evil and good[/i] (at-will), [i]guiding bolt[/i] (1/day), [i]healing word[/i] (3/day), [i]sanctuary[/i] (1/day). 2nd level: [i]calm emotions[/i] (1/day), [i]warding bond [/i](1/day), [i]zone of truth[/i] (1/day). [/color] [/QUOTE]
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