Name | Astral Deva Angel |
---|---|
Sorted Name | Angel, Astral Deva |
Family | Angel |
Size and Type | Medium Outsider (Angel, Extraplanar, Good) |
Hit Dice Count | 12 |
Hit Dice | 12d8+48 (102 hp) |
Random Hit Points | 12d8+48 - 48 |
Initiative | +8 |
Speed | 50 ft. (10 squares), fly 100 ft. (good) |
Armor Class | 29 (+4 Dex, +15 natural), touch 14, flat-footed 25 |
Base Attack/Grapple | +12/+18 |
Attack | +3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) |
Full Attack | +3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Spell-like abilities, stun |
Special Qualities | Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, electricity resistance 10, fire resistance 10, spell resistance 30, tongues, uncanny dodge |
Saves | Fort +14 (+18 against poison), Ref +12, Will +12 |
Abilities | Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 |
Skills | Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings) |
Feats | Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack |
Environment | Any good-aligned plane |
Challenge Rating | 14 |
Organization | Solitary, pair, or squad (3-5) |
Treasure | No coins; double goods; standard items |
Alignment | Always good (any) |
Advancement | 13-18 HD (Medium); 19-36 HD (Large) |
Level Adjustment | +8 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Astral deva angel; CR 14; Medium outsider (angel, extraplanar, good); HD 12d8+48; hp 102; Init +8; Spd 50 ft. (10 squares), fly 100 ft. (good); AC 29 (+4 dex, +15 natural), touch 14, flat-footed 25; Base Atk +12; Grp +18; Atk +21 melee (1d8+12 plus stun, +3 heavy mace of disruption) or +18 melee (1d8+9, slam); Full Atk +21 /+16/+11 melee (1d8+12 plus stun, +3 heavy mace of disruption) or +18 melee (1d8+9, slam); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, stun; SQ Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, electricity resistance 10, fire resistance 10, spell resistance 30, tongues, uncanny dodge; AL NG; SV Fort +14 (+18 against poison), Ref +12, Will +12; Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 Skills and Feats: Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings); Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack |
Angel, Astral Deva
An astral deva is about 7-1/2 feet tall and weighs about 250 pounds. CombatAn astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption. 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. Spell-Like Abilities: At will-aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day-cure light wounds (DC 16), see invisibility; 1/day-blade barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are Charisma-based. Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based. Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: +3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9), or +3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)
feats: ALERTNESS, CLEAVE, GREAT FORTITUDE, IMPROVED INITIATIVE, POWER ATTACK, ,