Family: Angels

Medium celestial, lawful good

Armor Class 18 (plate)
Hit Points 190 (20d8 + 100)
Speed 40 ft., fly 120 ft.

22 (+6) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)

Saving Throws Constitution +10, Intelligence +10, Wisdom +10
Skills Arcana +10, History +10, Investigation +10, Nature +10, Perception +10, Religion +10
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 15 (13,000 XP)


  • Co-existing Weapon. The cherubim’s weapons co-exist within themselves. Its weapon attacks deal triple damage (included in the attack) and are magical.
  • Magic Immunity. The cherubim can’t be affected or detected by spells unless it wishes to be.
  • Pillar of Abjuration. The cherubim can prevent portals from opening in its presence and deny attempts of teleportation and interplanar travel. The area within 150 feet of the cherubim is warded. Nothing can teleport into or out of the area unless the cherubim wishes it to. Temporary portals are suppressed and can’t function within the warded area.


  • Multiattack. The cherubim makes two warhammer attacks.
  • Warhammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 34 (3d10 + 18) bludgeoning damage and the lowest level spell on the target ends.
  • Destroy Portal. The cherubim makes a warhammer attack against a portal and destroys it.


The most vital ability for beings participating in an interplanar conflict is the capability to travel across planes of existence. A cherubim’s duty is to hinder their enemies’ ability to do so. With absolute integrity and armed with a weapon that co-exists within itself without defying causality, a cherubim is created by divine forces to be the ultimate weapon against enemies’ utilization of magical methods and abilities. Cherubims are mostly accompanied by other angels who hold off the enemy as they destroy portals and magical effects.

Divine Creation. A cherubim is an angel and doesn’t require food, drink, or sleep.

Magic Termination. A cherubim can touch and manipulate the magical energy that suffuses through creation and uses this ability to deny magic and to terminate it. A cherubim can directly strike the weave of magic, shattering its pattern.

Owner’s Trace. When a cherubim dies, its body disappears, but its weapon and armor are left behind. While wielding the weapon or wearing the armor, a creature is unable to use any kind of magic.

Section 15: Copyright Notice

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