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Homebrew, Book of Erotic Fantasy (3.5e), 2006

Fallen Cherub CR: 5

Small to Medium fiend, chaotic evil
Armor Class:
Hit Points:
Speed: 30 ft , fly: 50 ft

STR

14 +2

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

17 +3

CHA

18 +4

Saving Throws: Wisdom +6, Charisma +7
Skills:

Insight +6, Perception +6

Damage Resistances: Acid, Cold, Fire, Necrotic; Bludgeoning, Piercing, & Slashing from Nonmagical Attacks
Damage Immunities: Lightning, Poison
Condition Immunities: Charmed, Frightened, Exhaustion
Senses:

Darkvision 60 feet, Passive Perception 16

Languages: All; telepathy 60'
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Innate Spellcasting. The fallen 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: Bane, Calm Emotions, Inflict Wounds

1/Day: Commune, Suggestion


Unholy Restoration. If the fallen cherub dies outside their native plane, their body disappears, & they gain a new body instantly, reviving with all its Hit Points somewhere in their native plane.

Magic Resistance. The fallen cherub has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The cherub makes either two Wing Slams or two Despoiler Bow attacks.

Wing Slam. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 9 (2d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage.

Despoiler Bow. Ranged Weapon Attack: +7 to hit, range 80/320 feet, one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) necrotic damage. Alternatively, you can choose to one of two options listed below instead of dealing damage:

  • Dark Obsession. A creature struck by one of these arrows must succeed on a DC 20 Wisdom saving throw or become Charmed & become magically infatuated with the nearest creature (other than the fallen cherub). They are immediately friendly towards their infatuation & will spend their turn getting as close as physically possible to their new love. Once near their love, they will use their turn attempting to seduce their infatuation or perform romantic activities (such as dancing, embracing, or hand holding). If the charmed creature sustains damage or they successfully pass a repeat saving throw at the end of their turn the effect ends early.
  • Instant Hatred. The arrow splits into to two, the second arrow targeting another creature that is within range of the fallen cherub. Both creatures must succeed on a DC 20 Wisdom saving throw or become Charmed & magically infuriated with the other creature for the next 24 hours. The charmed creature is immediately hostile towards the other & desires to cause them significant harm. The charmed creature can repeat the saving throw at the end of their turn to end the effect early.

Suggested Environments

Any climate; Any terrain; Native to the Lower Planes


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