CE Small Outsider
Init +9 Senses Darkvision 60 ft.; Perception +15
AC 22 touch 16, flat-footed 17 (+5 Dex, +6 natural, +1 size)
hp 36 hp (8d10-8 con)
Fort +5, Ref +11, Will +7
Immune: electricity, polymorph, petrification, cold, poison; Resist: acid, sonic, fire 20; DR 10 / Good
Speed 20 ft., Fly 50 ft. Avg
Melee +2 Dagger +16 (1d3+2)
Ranged Weapon +16 (1d3)
Special Attacks Possession
Spells Prepared (CL 12th Sorcerer)
Spells: blur, detect magic, dispel magic, darkness, see invisible (3/day), tongues (1/day)
Base Atk +8 CMB +7 CMD 22
Feats Improved Initiative, Imp Evasion, Uncanny Dodge
Skills +10 Bluff , +8 Knowledge (planes) , +8 Knowledge (Religion), +15 Perception , +13 Sense Motive , +19 Stealth
Languages Common, Elven, Angelic, Horn
Treasure Value Half
Cheribuk are a devilish spirit that exists to disrupt peace and order. The rare times they are seen in their actual forms, they appear as small winged babies, similar to the legendary cherubim, except they have small black wings and tiny black horns. Most times they will be encountered while possessing other beings, so foes rarely know that they are actually facing these creatures.
These devils reside in the mortal planes to cause problems for others, tempting creatures on the brink to fall over to the evil side. They are too busy with their plans and schemes to care about wealth or treasure, and they happily exit a body if their host is about to be caught for a crime. Their typical scenario is to exit a host after committing the crime and being arrested.
Cheribuk are horrible in combat directly, as they are very physically weak. However, what they do better than any other creature is to possess creatures, using them as others would use armor. While inside a host, they regenerate and take no damage while their host is attacked. They must be purged from their host to be affected by any spell.
Once they are possessing a host only a dispel evil will evict them from their host. Another way is to kill the host, as a Cheribuk are immediately forced from the host body if this happens.
When a Cheribuk leaves a host for whatever reason, they can act as normal, as it is a free action.
However, the former host will be stunned for the remainder of the round. The host will remember of all of his actions committed while the Cheribuk possessed him, however, the only thing the former host will know is that he was not in control of his body.
Possession: These creatures usually attack unaware beings, hoping in the bodies of mortal animals or humanoids by making a possession attack (+20), if they beat the creatures touch AC, the creature can make a will save vs DC 32. While a protection from evil spell or equivalent will prevent them from inhabiting the body but not purge the spirit if they are infesting someone. Creatures who wear holy symbols of their faith gain a +8 on their saving throws versus possession. Just wearing a holy symbol that you do not actively worship gets a +2 on their saving throw.
Inspired by the computer game Messiah, however, this is an evil version of the possessing angel you play in that game.