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CherubCreature -1


Uncommon​Tiny​Celestial​Holy​
Source The Dead God's Hand
Perception +5 (darkvision)
Languages none
Skills Acrobatics +5, Diplomacy +4, Medicine +5
Str -1, Dex +3, Con +1, Int +1, Wis +3, Cha +2

AC 15; Fort +3; Reflex +5; Will +7;
HP 7
Speed 20 feet (fly 20 feet)
Weaknesses Unholy 2
Resistances Mental 2

Rapier One Action +7 (+2, -3) to hit (deadly d8, disarm, finesse, holy, reach 0) 1d6-1 Piercing
Shortbow One Action +6 (+1, -4) to hit (deadly d10, holy, reload 0) 1d6 Piercing

Cherub’s Arrow Two Actions (attack, concentrate, divine, emotion, mental)

The cherub concentrates on an arrow they have nocked in their bow, imbuing it with supernatural power before firing it at a target within 30 feet. The arrow inflicts no damage on a hit, and instead has one of the following effects, chosen by the cherub. While the cherub can use this ability every round if they so choose, they can never pick the same effect twice in a row. A creature struck must succeed at a DC 16 will save or be affected as follows, depending on the cherub's choice (on a critical hit, the creature takes a –2 penalty to the saving throw).

Delight The target becomes Off-Guard as they become distracted by all the wonders of life until the start of the cherub's next turn.

Love The target becomes Fascinated for 1 minute by a second, non-cherub creature within 30 feet of the cherub whom the target can see. This effect has the visual trait.

Peace The target is filled with a sense of tranquility and takes a –1 status penalty to attack rolls for 1 minute.

Regret The target becomes filled with shame and remorse, becoming Sickened 1 (Sickened 2 on a critical failure).


Divine Innate Spells (DC 13, +5 to hit)

Cantrips (1st Level): Guidance, Light, Stabilize
1st Level: Charm, Sanctuary


Subjects of stone fountain sculptures and religious paintings throughout the Universe, cherubs are minor celestials who seek to promote cooperation, peace, and above all else, love between mortal creatures. To many cherubs, the goal of nurturing love and affection between two diametrically opposed enemies is the height of bliss. While they have magical abilities and innate spells that can help them in these pursuits, most cherubs consider such methods as tactics of last resort, or tools to be reached for when passion turns to wrath and violence breaks out. Despite their belief in love conquering all, cherubs aren't naive and understand that in some cases, love simply can't bloom. Faced with such a quandary, the cherub instead seeks to minimize conflict, hoping to lay foundations that at some point in the future can lead to a peaceful or, even better, romantic resolution.

While cherubs are kindly, compassionate, and at worst maybe a little mischievous, certain fiends find them to be particularly annoying. These unholy agents of corruption take great pleasure in capturing cherubs and forcing them to act in ways against their very nature, in using magic to disguise themselves as cherubs in order to work their evil deeds while eroding a society's trust in cherubic goodness, or simply relying on particularly realistic illusions to do the same. Using @UUID[Compendium.pf2e.spells-srd.Item.Illusory Creature] to create a sinister cherub is a tactic many fiends are quite fond of.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Celestial

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.