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Deva

Challenge
Alignment
str
18
dex
18
con
18
int
18
wis
20
cha
20

AC 17 (natural armor)

HP 153 (18d8 + 72; bloodied 76)

Speed 30 ft., fly 90 ft.


Proficiency +4; Maneuver DC 16

Saving Throws Wis +9, Cha +9

Skills Insight +9, Perception +9, Religion +9

Damage Resistances radiant; damage from nonmagical weapons

Condition Immunities charmed, exhaustion, frightened

Senses truesight 30 ft., passive Perception 19

Languages all, telepathy 120 ft.


Magic Resistance. The deva has advantage on saving throws against spells and magical effects.

Aligned. An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil.

Celestial Dissolution. When an angel dies, its body and equipment dissolve into motes of light.

Detect Alignment. An angel knows the alignment, if any, of each creature within 30 feet that it can see. 

Immortal Nature. An angel doesn’t require air, sustenance, or sleep.


ACTIONS

Multiattack. The deva makes two attacks.

Celestial Hammer (Deva Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:  8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit, the target can’t make opportunity attacks against the deva until the beginning of the target’s next turn.

Divine Blast. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.

Radiant Energy (1/Day). The deva touches a creature other than itself. If the target is unwilling, the deva makes an attack roll with a +8 bonus. The deva can choose to magically heal 60 hit points of damage and end any blindness , curse , deafness , disease , or poison on the target. Alternatively, the deva can choose to deal 60 radiant damage to the target.

Change Form. The deva magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics, including speech and telepathy, except that it has the size, movement modes, and traits of its new form.

Combat

Against an isolated foe, the deva flies by the target, using Celestial Hammer and escaping out of range. Against a foe with an inferior ranged attack, it uses Divine Blast from a distance. In other circumstances, it closes to melee range and uses Radiant Energy and Celestial Hammer. Angels have no fear and rarely retreat.


Names

Aia, Alfiath, Aturnal, Belarial, Emelar, Jarnaxa, Marn, Serapas, Starlathan, Zadianth


Legends and Lore 

With an Arcana or Religion check, characters can learn the following:

DC 15 Not all angels are good. Some serve evil gods, and some have fallen from grace and have been banished from their celestial domains.

DC 20 Gods rarely send angels to the material world, but they can be summoned, sometimes against their will.

Description

Devas usually travel alone, acting as messengers, emissaries, or guardians of mortals. Although they rarely lie, they often travel in disguise, hiding their angelic nature even from those they are bound to protect.

Behavior

1 Protecting a forgotten holy spot or a gate to a celestial realm

2 Guarding an unholy spot, making sure no one frees an imprisoned fiend or opens an infernal gate

3 With a message from a higher power and a quest to bestow

4 Fallen angel, in disguise or hiding

5 Wounded, wings broken; looking for help against enemy forces

6 Shackled with infernal chains, forced to attack mortal creatures

Signs

1 A faint glow illuminates the area

2 Melodic chimes

3 A distant, quiet chant or song

4 Worshipers of the angel’s deity feel a sense of sacred quiet

Encounters

Angels guard places of power and travel the Astral Plane.

CR 5–10 Deva

CR 11–16 Planetar ; deva with couatl

CR 17–22 Solar ; 2 devas

CR 31+ Solar counselor ; solar counselor with 1 or 2 devas

Monster Type Description

Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.