Homebrew, Book of Erotic Fantasy (3.5e), 2006
Cherub (Putto) CR: 5
Small to Medium celestial, chaotic good
Armor Class: 15 (Natural Armor)
Hit Points: 27 (5d8 + 5) 5d8+5
Speed:
30 ft
, fly: 50 ft
Saving Throws: Wisdom +7, Charisma +8
Skills: Insight +7, Perception +7
Damage Resistances: Acid, Cold, Radiant; Bludgeoning, Piercing, & Slashing from Nonmagical Attacks
Damage Immunities: Lightning
Condition Immunities: Charmed, Exhaustion, Frightened, Petrified
Senses: Darkvision 60', Passive Perception 17
Languages: All; telepathy 60'
Challenge Rating: 5
( 1800 XP)
Proficiency Bonus: +3
Innate Spellcasting. The cherub's spellcasting ability is Charisma (DC 16, +8 spell attack bonus).
At will: Detect Evil & Good, Detect Thoughts, Greater Invisibility (self only)
2/Day each: Aid, Calm Emotions, Cure Wounds
1/Day: Commune, Suggestion
Exalted Restoration. If the cherub dies outside its native plane, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere on its native plane.
Magic Resistance. The cherub has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The cherub makes either tow Wing Slam or two Holy Bow attacks.
Wing Slam. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 8 (2d6 + 2) bludgeoning damage plus 9 (2d8) radiant damage.
Holy Bow. Ranged Weapon Attack: +7 to hit, range 80/320 feet, one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) radiant damage. Alternatively, you can choose to one of two options listed below instead of dealing damage:
- Find True Love. A creature struck by one of these arrows becomes magically aware of the appearance of their true love & their true love's current location if they are on the same plane of existence. The target must succeed on a DC 20 Wisdom saving throw or be Charmed & compelled to immediately seek their true love by any means. The target can repeat the saving throw at the end of their turn to end the effect early. If the target has never met their true love before, the knowledge fades away after 24 hours if the target does not take measures to maintain the memory, such as a written description or sketch.
- Head over Heels. The arrow splits into to two, the second arrow targeting another creature that is within range of the cherub. Both creatures must succeed on a DC 20 Wisdom saving throw or become Charmed & magically infatuated with the other creature for the next 24 hours. The charmed creature is immediately friendly towards the other & desires to be as close as possible to the other as physically possible. The effect ends early if the charmed creature is directly harmed by the other. Both creatures must be the same creature type or very similar type (as determined by the DM).
Suggested Environments
Any climate; any terrain; native to the Upper Planes