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<blockquote data-quote="Pants" data-source="post: 1612708" data-attributes="member: 8849"><p>Thank you BOZ. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>DEVA QUALITIES</strong></p><p>• Darkvision out to 60 feet.</p><p>• Immunity to cold, electricity, petrification, and poison.</p><p>• Resistance to fire 10.</p><p>• <em>Celestial Reverence (Su)</em>: When in their normal form, as a standard action deva’s body can shed light as per a <em>daylight</em> spell (radius depends upon the particular deva, caster level equal to the deva's Hit Dice). Good characters within 60 ft. of the deva must make a Will save or become overwhelmed with a desire to help and protect the deva. Affected good creatures gain a +1 bonus to attack and damage rolls against enemies of the deva. Nongood creatures with less than 8 Hit Dice within 60 ft. of the deva must make a Will save or become affected as though by a <em>fear</em> spell (caster level equals the deva’s Hit Dice). Nongood characters with more than 8 Hit Dice must make a Will save or become shaken for as long as they remain within 60 ft. of the deva. Whether or not the save is successful, a character can not be affected by the same deva's <em>fear</em> or shaken effect for another 24 hours. All save DC’s are calculated using DC 10 + ½ the deva’s HD + the deva’s Charisma modifier. This is a mind-affecting effect.</p><p>• <em>Tongues (Su)</em>: All deva can speak with any creature that has a language, as though using a tongues spell (caster level equal to deva’s Hit Dice). This ability is always active.</p><p></p><p><strong>ASTRAL DEVA</strong></p><p><strong>Medium Outsider (Deva, Extraplanar, Good)</strong></p><p><strong>Hit Dice</strong>: 13d8+52 (110 hp)</p><p><strong>Initiative</strong>: +6</p><p><strong>Speed</strong>: 50 ft. (10 squares), fly 100 ft. (good)</p><p><strong>Armor Class</strong>: 30 (+6 Dex, +14 natural), touch 16, flat-footed 24</p><p><strong>Base Attack/Grapple</strong>: +13/+19</p><p><strong>Attack</strong>: <em>+3 heavy mace of disruption</em> +22 melee (1d8+9) or slam +18 melee (1d8+6)</p><p><strong>Full Attack</strong>: <em>+3 heavy mace of disruption</em> +22/+17/+12 melee (1d8+9) or 2 slams +18 melee (1d8+6)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Celestial reverence, spell-like abilities, stun</p><p><strong>Special Qualities</strong>: Damage reduction 10/evil, darkvision 60 ft., death’s protection, immunity to cold, electricity, petrification, and poison, resistance to fire 10, spell resistance 26, tongues, uncanny dodge</p><p><strong>Saves</strong>: Fort +12, Ref +14, Will +12</p><p><strong>Abilities</strong>: Str 23, Dex 22, Con 19, Int 19, Wis 18, Cha 20</p><p><strong>Skills</strong>: Concentration +20, Craft or Knowledge (any three) +20, Diplomacy +23, Escape Artist +22, Hide +22, Intimidate +21, Listen +24, Move Silently +22, Sense Motive +20, Spot +24</p><p><strong>Feats</strong>: Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (heavy mace)</p><p><strong>Environment</strong>: Any good-aligned plane</p><p><strong>Organization</strong>: Solitary, pair, or squad (2-5)</p><p><strong>Challenge Rating</strong>: 14</p><p><strong>Treasure</strong>: No coins; double goods, standard items plus <em>+3 heavy mace of disruption</em></p><p><strong>Alignment</strong>: Always good (any)</p><p><strong>Advancement</strong>: 14-26 HD (medium); 27-39 HD (large)</p><p></p><p><em>This creature is extremely beautiful with a noble bearing, dark, golden skin, and long, feathered wings. Its body is especially lithe and muscled and its eyes are a deep amber color. It seems composed of an inner radiance that almost makes it hard to look at it.</em></p><p></p><p>Astral devas serve a dual purpose in the Upper Planes. First, they are the heavenly warriors that often take the fight to evil. They often crusade on the Lower Planes, fighting demons, devils, and yugoloths in an effort to end their wickedness. However, they also journey the Astral Plane, seeking out good planar travelers that have become lost and helping them find their way.</p><p>An astral deva is about 7-1/2 feet tall and weighs about 250 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful <em>+3 heavy mace of disruption.</em></p><p>An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.</p><p><strong>Celestial Reverence (Su)</strong>: Will saves of DC 21. <em>Daylight</em> radius of 20 feet. The save DC is Charisma based.</p><p><strong>Death’s Protection (Ex)</strong>: Astral devas are immune to negative energy, energy drain, and <em>death</em> spells and effects.</p><p><strong>Spell-Like Abilities</strong>: At will – <em>aid, continual flame, detect evil, discern lies </em>(DC 19), <em>dispel evil</em> (DC 20), <em>greater dispel magic, holy smite</em> (DC 19), <em>improved invisibility</em> (self only), <em>plane shift</em> (DC 22), <em>polymorph</em> (self only), <em>remove curse</em> (DC 18), <em>remove disease</em> (DC 18), <em>remove fear</em> (DC 16); 7/day – <em>cure light wounds</em> (DC 16); 3/day – <em>cure serious wounds</em> (DC 18), <em>holy word</em> (DC 22). <em>true seeing</em>; 1/day – <em>blade barrier</em> (DC 21), <em>heal</em> (DC 21), <em>holy aura</em> (DC 23). Caster level 13th. The save DC’s are Charisma based.</p><p><strong>Stun (Su)</strong>: If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 21 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.</p><p><strong>Uncanny Dodge (Ex)</strong>: An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 17th level. It can flank characters with the uncanny dodge ability as if it were a 13th-level rogue.</p></blockquote><p></p>
[QUOTE="Pants, post: 1612708, member: 8849"] Thank you BOZ. ;) [b]DEVA QUALITIES[/b] • Darkvision out to 60 feet. • Immunity to cold, electricity, petrification, and poison. • Resistance to fire 10. • [i]Celestial Reverence (Su)[/i]: When in their normal form, as a standard action deva’s body can shed light as per a [i]daylight[/i] spell (radius depends upon the particular deva, caster level equal to the deva's Hit Dice). Good characters within 60 ft. of the deva must make a Will save or become overwhelmed with a desire to help and protect the deva. Affected good creatures gain a +1 bonus to attack and damage rolls against enemies of the deva. Nongood creatures with less than 8 Hit Dice within 60 ft. of the deva must make a Will save or become affected as though by a [i]fear[/i] spell (caster level equals the deva’s Hit Dice). Nongood characters with more than 8 Hit Dice must make a Will save or become shaken for as long as they remain within 60 ft. of the deva. Whether or not the save is successful, a character can not be affected by the same deva's [i]fear[/i] or shaken effect for another 24 hours. All save DC’s are calculated using DC 10 + ½ the deva’s HD + the deva’s Charisma modifier. This is a mind-affecting effect. • [i]Tongues (Su)[/i]: All deva can speak with any creature that has a language, as though using a tongues spell (caster level equal to deva’s Hit Dice). This ability is always active. [b]ASTRAL DEVA[/b] [b]Medium Outsider (Deva, Extraplanar, Good)[/b] [b]Hit Dice[/b]: 13d8+52 (110 hp) [b]Initiative[/b]: +6 [b]Speed[/b]: 50 ft. (10 squares), fly 100 ft. (good) [b]Armor Class[/b]: 30 (+6 Dex, +14 natural), touch 16, flat-footed 24 [b]Base Attack/Grapple[/b]: +13/+19 [b]Attack[/b]: [i]+3 heavy mace of disruption[/i] +22 melee (1d8+9) or slam +18 melee (1d8+6) [b]Full Attack[/b]: [i]+3 heavy mace of disruption[/i] +22/+17/+12 melee (1d8+9) or 2 slams +18 melee (1d8+6) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Celestial reverence, spell-like abilities, stun [b]Special Qualities[/b]: Damage reduction 10/evil, darkvision 60 ft., death’s protection, immunity to cold, electricity, petrification, and poison, resistance to fire 10, spell resistance 26, tongues, uncanny dodge [b]Saves[/b]: Fort +12, Ref +14, Will +12 [b]Abilities[/b]: Str 23, Dex 22, Con 19, Int 19, Wis 18, Cha 20 [b]Skills[/b]: Concentration +20, Craft or Knowledge (any three) +20, Diplomacy +23, Escape Artist +22, Hide +22, Intimidate +21, Listen +24, Move Silently +22, Sense Motive +20, Spot +24 [b]Feats[/b]: Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (heavy mace) [b]Environment[/b]: Any good-aligned plane [b]Organization[/b]: Solitary, pair, or squad (2-5) [b]Challenge Rating[/b]: 14 [b]Treasure[/b]: No coins; double goods, standard items plus [i]+3 heavy mace of disruption[/i] [b]Alignment[/b]: Always good (any) [b]Advancement[/b]: 14-26 HD (medium); 27-39 HD (large) [i]This creature is extremely beautiful with a noble bearing, dark, golden skin, and long, feathered wings. Its body is especially lithe and muscled and its eyes are a deep amber color. It seems composed of an inner radiance that almost makes it hard to look at it.[/i] Astral devas serve a dual purpose in the Upper Planes. First, they are the heavenly warriors that often take the fight to evil. They often crusade on the Lower Planes, fighting demons, devils, and yugoloths in an effort to end their wickedness. However, they also journey the Astral Plane, seeking out good planar travelers that have become lost and helping them find their way. An astral deva is about 7-1/2 feet tall and weighs about 250 pounds. [b]COMBAT[/b] An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful [i]+3 heavy mace of disruption.[/i] An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. [b]Celestial Reverence (Su)[/b]: Will saves of DC 21. [i]Daylight[/i] radius of 20 feet. The save DC is Charisma based. [b]Death’s Protection (Ex)[/b]: Astral devas are immune to negative energy, energy drain, and [i]death[/i] spells and effects. [b]Spell-Like Abilities[/b]: At will – [i]aid, continual flame, detect evil, discern lies [/i](DC 19), [i]dispel evil[/i] (DC 20), [i]greater dispel magic, holy smite[/i] (DC 19), [i]improved invisibility[/i] (self only), [i]plane shift[/i] (DC 22), [i]polymorph[/i] (self only), [i]remove curse[/i] (DC 18), [i]remove disease[/i] (DC 18), [i]remove fear[/i] (DC 16); 7/day – [i]cure light wounds[/i] (DC 16); 3/day – [i]cure serious wounds[/i] (DC 18), [i]holy word[/i] (DC 22). [i]true seeing[/i]; 1/day – [i]blade barrier[/i] (DC 21), [i]heal[/i] (DC 21), [i]holy aura[/i] (DC 23). Caster level 13th. The save DC’s are Charisma based. [b]Stun (Su)[/b]: If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 21 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based. [b]Uncanny Dodge (Ex)[/b]: An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 17th level. It can flank characters with the uncanny dodge ability as if it were a 13th-level rogue. [/QUOTE]
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