Angel Cat, Seraph (Felim)

Tiny celestial, neutral good

Armor Class 14 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 40 ft., climb 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 17 (+3)

Skills Perception +3, Stealth +5
Damage Resistances necrotic, radiant
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Keen Smell. The felim has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

  • Angelic Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and 2 (1d4) radiant damage.
  • Radiant Stare. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) radiant damage.
  • Healing Paws (3/day). The felim lays its paws on a creature. That creature magically regains 2 (1d4) hit points.

BONUS ACTIONS

  • Celestial Glow. The felim can use a bonus action to glow, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as the felim likes. While glowing, the felim has disadvantage on Dexterity (Stealth) checks and can’t benefit from being invisible. The felim can use another bonus action to end this effect.

ABOUT

Felim seraphs are celestial custodians responsible for the safety of Felidise and all who reside within. As Elurus’ most trusted agents, they are sometimes tasked with aiding select mortals in benevolent quests away from Felidise.

Though they generally strive to avoid violence, felim seraphs detest unfairness and won’t hesitate to get into dangerous situations to protect victims of injustice.

Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a felim seraph for their familiar.

Variant

The following additional action to felim who must keep their celestial identity hidden while traveling to the world of mortals.

  • Blessing of Elurus. The felim can use an action to magically polymorph into an ordinary cat, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the felim’s choice). In its new form, the felim retains all of its statistics except its flying speed.
Section 15: Copyright Notice

Cure Creatures Compendium © 2022 Catilus RPG Author: Christina Kritikou / Catilus

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