Devas are the rank-and-file soldiers in the never-ending war of good against evil. Agents of good frequently summon them using spells such as gate or planar ally. Rarely, devas act independently, spreading the cause with fervent application of righteous violence.
A deva appears as a handsome human. Two beautiful feathered wings grow from its back. Devas reluctantly clothe themselves in simple loincloths or coverings when traveling to the Material Plane, in deference to mortal customs. All remnants of a deva’s body, clothing, and items vanish upon the creature’s death.
Every deva belongs to one of three orders: astral, movanic, or monadic.
Contents
Combat
Though they are honorable and good, devas don’t hesitate to back up their arguments with their weapons and other powers when necessary. Though they do not relish combat, they do not hesitate to take the battle to the enemy. In combat, most devas make full use of their mobility and their ability to attack at a distance.
A deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Devas
Statistics
Morale indomitable (+6)
Languages Celestial, Infernal, Draconic; tongues
Ecology
Environment Celestial realms
Special Abilities
Protective Aura (Su)
As a free action, a deva can surround itself with a nimbus of light having a radius of 20 feet. 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 deva. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet.
Tongues (Su)
All devas can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
Astral deva
Astral devas watch over lesser beings of good alignment and help when they can. In particular, they are patrons of planar travelers and powerful creatures undertaking good causes.
Astral devas have dark-golden-hued skin and amber-colored eyes.
An astral deva is about 71⁄2 feet tall and weighs about 250 pounds.
Combat
An 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 can be summoned with the summon monster IX spell.
Astral deva
Medium outsider (extraplanar, good)
Init +8; Senses darkvision, low-light vision; Perception +21
Aura protective aura (20 ft.)
Defense
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural); +4 deflection vs. evil
hp 102 (12d8+48)
DR 10/evil
Fort +14 (+18 vs. poison), Ref +8, Will +14; +4 resistance vs. evil
SR 25
Resist electricity 10, fire 10
Immune acid, cold, petrification
Defenses uncanny dodge
Offense
Speed 50 ft., fly 100 ft. (good)
Melee +3 heavy mace of disruption +22/+17/+12 (1d8+12 plus stun)
Melee +3 heavy mace of disruption +18/+13/+8 (1d8+24 plus stun) (Power Attack)
Melee slam +18 (1d8+9)
Space 5 ft.; Reach 5 ft.
Spell-like Abilities
- At will—aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 21), holy smite (DC 20), holy word (DC 21), invisibility (self only), plane shift (DC 20), remove curse, remove disease, remove fear
- 7/day—cure light wounds (DC 19), see invisibility
- 1/day—blade barrier (DC 21), heal (DC 21)
Statistics
Str 22, Dex 18, Con 19, Int 18, Wis 19, Cha 21
Base Atk +12; CMB +18; CMD 32
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Weapon Focus (mace)
Skills Acrobatics +19, Diplomacy +20, Fly +23, Intimidate +20, Perception +21, Sense Motive +21, Stealth +19
Special Qualities change shape
Ecology
Organization solitary, pair, or squad (1d3+2)
Equipment +3 heavy mace of disruption
Special Abilities
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. The astral deva can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.
Change Shape (Su)
An astral deva can assume any humanoid form. While in humanoid form, the astral deva cannot fly.
Monadic deva
By far the most stoic of their kind, monadic devas keep an eye on the Ethereal Plane and the Elemental Planes at the request of their heavenly masters. This assignment has granted them heroic patience and a greater appreciation for balance than found among their counterparts.
Monadic devas have dark brown skin, jet hair, and piercing green eyes.
Combat
While astral and movanic devas appreciate battle, monadic devas adore it and view combat as a welcome break from their tedious watch. They prefer to charm any elemental foes, and they move in to harry enemies with powerful blows from a mace of smiting.
A monadic deva can be summoned with the summon monster VII spell.
Monadic deva
Medium outsider (extraplanar, good)
Init +7; Senses darkvision, low-light vision; Perception +20
Aura protective aura (20 ft.)
Defense
AC 25, touch 13, flat-footed 22 (+3 Dex, +12 natural); +4 deflection vs. evil
hp 95 (10d8+50)
DR 10/evil
Fort +12 (+16 vs. poison), Ref +8, Will +10; +4 resistance vs. evil
SR 23
Immune acid, cold, fire, electricity, petrification, death effects, energy drain, ability damage, ability drain
Defenses uncanny dodge
Offense
Speed 40 ft., fly 90 ft. (good)
Melee mace of smiting +15/+10 (1d8+10 plus solid blow)
Melee mace of smiting +12/+7 (1d8+19 plus solid blow) (Power Attack)
Space 5 ft.; Reach 5 ft.
Spell-like Abilities
- At will—aid, charm monster (elementals only), death ward, detect evil, discern lies
- 3/day—cure serious wounds, daylight, dispel magic, ethereal jaunt, hold monster, holy smite, mirror image, neutralize poison, plane shift, remove curse, remove disease, remove fear
- 1/day—dispel evil, divination, holy aura
Statistics
Str 20, Dex 16, Con 20, Int 17, Wis 17, Cha 19
Base Atk +10; CMB +15; CMD 28
Feats Cleave, Great Cleave, Improved Initiative, Lightning Reflexes, Power Attack
Skills Diplomacy +17, Fly +20, Intimidate +17, Perception +20, Sense Motive +16, Stealth +16, Survival +16, Swim +18
Special Qualities change shape
Ecology
Organization solitary, pair, or squad (1d4+2)
Equipment mace of smiting
Special Abilities
Solid Blow (Su)
If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes extra damage as from an additional melee hit.
Uncanny Dodge (Ex)
A monadic deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. The monadic deva can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.
Deliverance from Death (Ex)
Monadic devas are immune to all death spells and magical death effects. They are likewise immune to ability damage, ability drain, and energy drain.
Elemental Ease (Ex)
Monadic devas are immune to the deleterious effects of elemental traits of air-dominant, earth-dominant, fire-dominant, and water-dominant planes. They can breathe in any environment as if wearing a necklace of adaptation.
Change Shape (Su)
A monadic deva can assume any humanoid form. While in humanoid form, the monadic deva cannot fly.
Skills
Monadic devas have a +4 racial bonus on Perception checks.
Movanic deva
As the most numerous and weakest of their kind, movanic devas serve proudly as infantry against the hordes of evil. Tasked with serving the needs of the Positive Energy Plane, the Negative Energy Plane, and the Material Plane, some movanic devas consider themselves more worldly than their astral and monadic counterparts, since their travels grant them a better grasp of mortal affairs.
Slender and exceedingly agile, movanic devas have milky white skin and silvery hair and eyes. When at peace among mortals, they prefer to take the form of a humanoid or animal.
Combat
Movanic devas enjoy combat and prefer to wade into melee with a firm grip on their +1 flaming greatswords.
A monadic deva can be summoned with the summon monster VI spell.
Movanic deva
Medium outsider (extraplanar, good)
Init +9; Senses darkvision, low-light vision; Perception +18
Aura protective aura (20 ft.)
Defense
AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural); +4 deflection vs. evil
hp 52 (8d8+16)
DR 10/evil
Fort +8 (+12 vs. poison), Ref +11, Will +7; +4 resistance vs. evil
SR 21
Resist electricity 10, fire 10
Immune acid, cold, petrification
Defenses heavenly deflection
Offense
Speed 40 ft., fly 90 ft. (good)
Melee +1 flaming greatsword +13/+8 (2d6+5 plus 1d6 fire)
Melee +1 flaming greatsword +10/+5 (2d6+14 plus 1d6 fire) (Power Attack)
Space 5 ft.; Reach 5 ft.
Spell-like Abilities
- At will—aid, death ward, detect evil, discern lies (DC 16), protection from arrows
- 3/day—bless weapon, cure serious wounds, daylight, ethereal jaunt, holy smite (DC 17), neutralize poison, plane shift (DC 17), remove curse, remove disease, remove fear
- 1/day—antimagic field, awaken, divination, holy aura (DC 18)
Statistics
Str 17, Dex 20, Con 15, Int 17, Wis 16, Cha 18
Base Atk +8; CMB +11; CMD 26
Feats Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatsword)
Skills Diplomacy +15, Fly +20, Intimidate +15, Perception +18, Sense Motive +14, Stealth +16, Survival +14
Special Qualities change shape, soothing presence of nature
Ecology
Organization solitary, pair, or squad (1d4+2)
Special Abilities
Divine Equilibrium (Ex)
Movanic devas are immune to the effects of negative-dominant or positive-dominant planar energy traits.
Heavenly Deflection (Su)
A movanic deva can deflect ranged attacks and certain spells as an immediate action, by batting them away with its +1 flaming greatsword. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the deva succeeds, it deflects the attack. Deflected spells are negated as if counterspelled.
The deva must be aware of an attack in order to have a chance to deflect it.
Change Shape
A movanic deva can assume the form of any humanoid, or any Small or Medium animal. When in humanoid or animal shape, the deva cannot use its normal flight ability (although it gains any flight ability that is innate to an animal whose shape the deva takes). When in animal shape, the deva cannot attack with its greatsword, nor use its heavenly deflection ability.
Soothing Presence of Nature (Ex)
Movanic devas have a calm spirit that is pleasing to inhabitants of the natural world. Unless magically compelled to do so, no plant or animal will attack a movanic deva.
Skills
Movanic devas have a +4 racial bonus on Perception checks.