NPC Monster, Cherubim
Cherubim
Huge outsider (Extraplanar, Lawful, Transcendent)
Hit Dice
Initiative
Speed
Armor Class
Base Attack Bonus/Grapple
Attack
Full Attack
Space/Reach
Special Attacks
Special Qualities
Saves
Abilities
Skills
Feats
Epic Feats
Environment
Organization
Challenge Rating
Treasure
Alignment
Advancement
Level Adjustment
43d8 + 430 + 3 (777 hp)
+19 (+9 Dexterity, +8 Superior Initiative, +2 Quick Reconnoiter); +26 when in Face of Perception
70 ft, Fly 250 ft. (perfect)
61 (+9 Dexterity, +34 natural, -2 size, +10 deflection), touch 27, flat-footed 52
+43/+67
Face of Glory +50 ranged touch (21d6 plus Death (DC 41 negates)); or slam + 57 melee (6d8+16)
Face of Glory +50 ranged touch (21d6 plus Death (DC 41 negates)); or 2 slams + 57 melee (6d8+16 plus 3d6 holy plus 1 negative level (holy)/x2 plus 6d6+16 plus 2 negative levels (holy)) and 2 wing buffets (3d8+8 plus 3d6 holy plus 1 negative level (holy)/ x2 plus 6d6+16 plus 2 negative levels (holy))*
*Full Attack (Face of Strength): 2 slams + 60 melee (8d8+19 plus 3d6 holy plus 1 negative level (holy)/x2 plus 6d6+16 plus 2 negative levels (holy)) and 2 wing buffets (4d8+9 plus 3d6 holy plus 1 negative level (holy)/ x2 plus 6d6+16 plus 2 negative levels (holy))*
15 ft./ 15 ft.
Face of Glory, pounce, roar, Spell-like abilities
Blindsight 500 ft., change shape, damage reduction 35/epic and evil and mithral, divine rank 0, Face of Courage, Face of Perception, Face of Strength, fast healing 20, immunity to petrification, polymorph, form-altering attacks, energy drain, ability drain, ability damage and mind-influencing effects, immunity to two energy types (unique to each merkabah, but generally fire and sonic), not subject to death from massive damage, regeneration 20, resistance to acid 20, fire 20, and electricity 20, Spell Resistance 48, telepathy 1,000 ft
Fort +33, Ref +32, Will +36
Strength 42, Dexterity 28, Constitution 31, Intelligence 26, Wisdom 37, Charisma 30
Bluff +35, Concentration +56, Diplomacy +72, Disguise +10 (+14 when acting in character), Gather Information +62, Handle Animal +33, Heal +34, Intimidate +60, Jump +32, Knowledge +31 (history), Knowledge (local - Elysium) +54, Knowledge (nobility and royalty) +54, Knowledge (religion) +54, Knowledge +54 (the planes), Listen +59, Perform (Sing) +56, Search +54, Sense Motive +69, Spellcraft +54, Spot +59, Survival +13 (+19 when on other planes or when following tracks)
Close-Quarters Combat, Combat Expertise, Combat Reflexes, Improved Initiative, Power Attack, Quick Reconnoiter, Toughness B, Words of Creation B
Epic Skill Focus (Sense Motive), Epic Will, Epic Devotion (Evil), Polyglot, Spellcasting Harrier, Spell Stowaway (heal), Superior Initiative, Tenacious Magic (hallow), Tenacious Magic (Prismatic sphere)
Heaven
Solitary
34
Standard
Always Lawful Neutrul
44-86 HD (Huge)
N/A
You take it at first to be a tall golden statue until you realize that it isn't standing at all. The creature hovers two or three spans in the air above the ground on four conjoined wings flashing with many glittering eye, and it has four faces pointing in each of the four directions, which are the faces of a man, a lion, an ox and an eagle. Its feet are also those of an ox. There is a singing in your ears as you gaze up at the things, which is too beautiful to be horrible. You don't know whether to bow down in tears, or laugh out loud for joy.
Combat
Change Shape (Su): A Cherbuim can change shape into any large or smaller humanoid or animal, or any large or smaller non-transcendent angel.
Chariot Wheel (Su): As a standard action, a cherub can assume the form of a magical wheel that functions as a 5-foot-by-5-foot carpet of flying. If the cherub is adjacent to three other cherubs in wheel form, it can instead merge with those cherubs to form a magical chariot that functions as a 10-foot-by-10-foot carpet of flying. A cherub in wheel or chariot form loses all abilities and becomes a non-intelligent magic item instead of a creature. Any gear carried by the cherub remains behind when the cherub transforms, sitting atop the cherub's wheel or chariot form. On command, the possessor of four cherubs in chariot form can cause that chariot to break into four separate cherubs in wheel form. On command, the possessor of a cherub in wheel form can cause that cherub to revert to its natural form, becoming a creature again instead of a magic item.
Face of Courage (Su): Should the cherubium present its leonine face (a swift action for the cherubium if changing from another Face), the transcendent becomes a representation of courage, shining like burnished brass. All allies within 70 feet that can see the cherubium are immune to fear effects, and gain a +4 morale bonus on attacks, damage, saves and checks. The cherubium itself does not gain the bonuses, but can use its roar attack while in this Face, and its slam attacks become claw attacks. Finally, a cherubium can pounce while in its Face of Courage. While in its Face of Courage, a cherubium gains a +4 bonus on Bluff and Intimidate checks.
Face of Glory (Su): With its humanoid face presented (a swift action for the cherubium if changing from another Face), a cherubium is able to appear in its glory. Light flows ceaselessly from its form in a 70-foot radius, so powerful the good that it exudes that evil is swiftly consumed, dealing 7d6 points of holy damage each round to any non-good creature with no save. The intense light also grants the cherubium concealment; creatures particularly susceptible to light or sunlight instead treat this as total concealment. As a standard action, the cherubium can focus its glory into a beam; if it hits a creature within 140 feet with a ranged touch attack, that creature takes 21d6 divine damage and must make a Fortitude save (DC 41) or die. A creature killed by a cherubium’s face of glory appears to be transformed into a pillar of salt that immediately begins to crumble and disperse. A cherubium can only focus its Face of Glory power into an attack 7/day. While in its Face of Glory, a cherubium gains a +4 bonus on Diplomacy, Handle Animal, and Intimidate checks with good or transfigured creatures.
Face of Perception (Su): With its noble eagle-esque face presented (a swift action for the cherubium if changing from another Face), a cherubium enhances its powers of perception. In this face, it appears like a many-faceted, glowing jewel; within each facet can be seen a piercingly bright eye. The cherubium gains true seeing, x-ray vision (as per the ring of x-ray vision in the Dungeon Master’s Guide) and Blindsight out to 700 feet, a +7 sacred bonus on Initiative, Spot, Listen, and Search checks, and a +4 sacred bonus on Diplomacy and Sense Motive checks with good or transfigured creatures. While presenting its Face of Perception, a cherubium cherubim cannot be flanked.
Face of Strength (Su): With its ox-like face presented (a swift action for the cherubium if changing from another Face), a cherubium comes to embody strength. It gains a +7 sacred bonus toStrength, and is treated as if it were one size larger (thus Gargantuan for the base creature presented) whenever this increase of size would prove advantageous (e.g. grapple checks, damage from natural weapons). 7/day as an immediate action whilst in its Face of Strength, a cherubium can immediately reroll a failed saving throw or a missed attack with a +7 bonus (although it must take the second roll; a cherubium cannot continue to use its Face of Strength for the same situation after the first reroll). While in its Face of Strength, a cherubium gains a +4 bonus on Concentration and Intimidate checks.
Guardian of Law (Co): Each cherubium possesses a single unique salient cosmic ability, approximately equal in power to a salient divine ability as possessed by a demigod. This ability is always related to the particular aspect of Law that the cherubium cherub in question watches over.
Holy Power (Ex): A cherubium’s natural weapons are treated as having the holy power enhancement as found in the Epic Level Handbook.
Magic Circle Against Evil (Sp): A cherubium has magic circle against evil as a constant spell-like ability. This ability continues to function when the cherubium uses its chariot wheel ability to assume the form of a wheel or a chariot. If this magic circle effect is ended while the cherub is in wheel or chariot form, the possessor of the wheel or chariot can resume the effect as a free action.
Pounce (Ex): When showing its Face of Courage, a cherubium can make a full attack on a foe it charges.
Regeneration (Ex): A cherubium takes normal damage from evil-aligned, epic mithral weapons, and from spells and effects with the evil descriptor.
Roar (Su): Once every 1d4 rounds whilst in the guise of its Face of Courage, a cherubium can roar as a standard action. This roar duplicates the effects of a Holy word spell (Caster level 34th) in a 70 foot cone, and deals an additional 21d6 points of damage (half sonic, half divine).
Spell-like Abilities: Always active - detect evil, detect magic, detect snares and pits, discern lies, magic circle against evil, nondetection, see invisibility, true seeing.
At will – aid, blade barrier, bless weapon, bolt of glory, consecrate, crown of glory SC, cure light wounds, curtain of light BE, daylight, dimensional anchor, dispel evil, greater dispel magic, greater status SC, greater teleport (self plus 1,000 pounds), hallow, holy aura, holy smite, holy word, imprisonment, greater invisibility, mass cure critical wounds, neutralize poison, protection from energy, remove curse, remove disease, restoration, scrying, searing light, speak with dead, sunbeam, telekinesis, telepathy tap BE;
7/day – ghost trap SC, heal, interposing hand, permanency, prismatic sphere, quickshift SC, resurrection;
3/day –greater restoration, miracle, power word blind, power word stun, Righteous Wrath of the Faithful SC;
1/day - end to strife BE.
Caster level 34th, save DC 20 + spell level.
Transfigure (Su): A cherubium can transfigure any number of creatures within 70 feet of itself as a free action. When a creature is transfigured, it is excluded from the damaging affects of any of the cherubium’s special abilities. For example, even if a transfigured creature is evil, it is temporarily immune to that cherubium’s Holy word spell-like ability. Transfiguration lasts 7 rounds, unless ended earlier by the cherubium (a free action).