Angel, Seraphic Deva |
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Large Outsider
(Angel, Extraplanar, Good)
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| Hit Dice: 16d8+80 (152 hp) |
| Initiative: +9 |
| Speed: 60 ft. (12 squares), fly 120 ft. (good) |
| Armor Class: 34 (-1 size, +5 Dex, +20 natural), touch 14, flat-footed 29 |
| Base Attack/Grapple: +16/+28 |
| Attack: +3 greatsword +26 melee (3d6+15/17-20) or slam +23 melee (2d8+8) |
| Full Attack: +3 greatsword +26/+21/+16/+11 melee (3d6+15/17-20) or slam +23 melee (2d8+8) |
| Space/Reach: 10 ft./10 ft. |
| Special Attacks: Fiendish heads will roll, spell-like abilities, summon angels, wall of holy power, wrath of god |
Special Qualities: Change shape, damage reduction 15/evil, divine resilience, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, low-light vision, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 37, tongues, uncanny dodge
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| Saves: Fort Fort +15 (+19 against poison),
Ref +15, Will +16
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| Abilities: Str 26,
Dex 20, Con 20,
Int 22, Wis 22,
Cha 24 |
| Skills: Concentration +24, Diplomacy +28, Gather Information +26, Heal +25, Hide +20, Intimidate +26, Knowledge (arcana) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +25, Move Silently +24, Sense Motive +25, Spot +25, Survival +6 (+8 on other planes) |
| Feats: Cleave, Empower Spell-Like Ability (holy smite), Great Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Spell Stowaway (time stop)(B) |
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| Environment: Any good-aligned plane |
| Organization: Solitary, pair, or host (1-2 seraphic devas plus 2-8 lesser angels of any kind) |
| Challenge Rating: 17 |
| Treasure: No coins; double goods; standard items |
| Alignment: Always good (any) |
| Advancement: 17-32 HD (Large); 33-48 HD (Huge) |
| Level Adjustment: — |
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Standing nearly ten feet tall, this extremely beautiful humanoid glides on long, white-feathered wings. It seems to glow with inner power, and wields a majestic greatsword in its hands.
The most powerful of the devas, seraphic devas are tasked with watching over the Lower Planes, rescuing good planar travelers who inadvertently end up there and monitoring the travel of evil outsiders into border planes.
A seraphic deva is 10 feet tall and weighs 600 pounds.
Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
COMBAT
A seraphic deva is well-suited to battle fiends on their home planes. Its ability to withstand the overpowering evil planar traits, as well as spell resistance that can be overcome by only the mightiest of fiends, make it the perfect angel to lead assaults or rescue missions into the Lower Planes. Seraphic devas complement their potent melee prowess with offensive spell-like abilities. If faced with overwhelming odds, a seraphic deva calls in angelic aid or the wrath of its deity.
A seraphic deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Change Shape (Su): A seraphic deva can assume the form of any Small or Medium humanoid.
Divine Resilience (Ex): Seraphic devas are immune to the detrimental effects of mildly and strongly evil-aligned planes.
Fiendish Heads Will Roll (Su): Any slashing weapon wielded by a seraphic deva is treated as a vorpal weapon when used against evil creatures.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 16th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)
Regeneration (Ex): A seraphic deva takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.
Spell-Like Abilities: At will—aid, continual flame, commune, cure serious wounds, detect evil, discern lies, dispel evil (DC 22), greater dispel magic, holy aura (DC 25), holy smite (DC 21), holy word (DC 24), invisibility (self only), plane shift, remove curse, remove disease, remove fear; 3/day—blade barrier (DC 23), empowered holy smite (DC 21), heal; 1/day—earthquake, insect plague, resurrection. Caster level 16th. The save DCs are Charisma-based.
Summon Angels (Sp): Once per day, a seraphic deva can automatically summon 1d8 angels of healing, 1d8 movanic devas (Fiend Folio), 1d4 angels of wrath, 1d4 monadic devas (Fiend Folio), 1 angel of mercy, or 1 astral deva. This ability is the equivalent of a 9th-level spell.
Tongues (Su): A seraphic deva can speak with any creature that has a language, as though using a tongues spell (caster level 16th). This ability is always active.
Wall of Holy Power (Sp): Three times per day, a seraphic deva can call forth an immobile curtain of shimmering white light. This wall can be created anywhere within 260 feet. It can be formed into either a curtain up to 320 feet long or a ring with a radius up to 40 feet. In either form, the wall is 20 feet high. The wall deals 6d6+16 points of divine damage to any evil creature passing through it. The wall deals double damage to evil outsiders. If the wall appears where creatures are, each creature takes damage as if passing through the wall. The wall remains for as long as the deva concentrates plus 16 rounds thereafter. This is the equivalent of a 5th-level spell (caster level 16th).
Wrath of God (Su): Once per day, a seraphic deva can channel the divine power of its deity into a spectacular offensive display.
When called, four 2-foot-diameter spheres spring from the seraphic deva's outstretched hand and streak in straight lines to the spots it selects. The spheres leave a sparkling trail of pure light.
If a sphere is aimed at a specific creature, the deva may make a ranged touch attack to strike the target with the sphere. Any creature struck by one of these spheres takes 4d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s divine damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one sphere at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 12d6 points of divine damage to each creature in the area (Reflex DC 25 half). If a creature is within the area of more than one sphere, it must save separately against each. This effect has the good descriptor. The save DC is Charisma-based. |
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1978 Wizards of the Coast, Inc. Originally found in Dragon Magazine #17 |
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