Size
Hero Forge: 7 ft. (XL)
Lore: 7 ft.
Suggested: Medium to Large
Other Monikers
Deva (5e), Angel, Messenger Angel
Appearance
Abilities
- Mace of Disruption
- Blade Barrier
- Healing Touch
- Flight
- Innate Spellcasting
2e: "Astral devas have golden skin, amber eyes, and fair hair. They also have a Charisma of 20."
5e: "Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades."
Home Plane
Upper Planes, Astral Plane
Stat Block
2nd Edition:
- Planescape Monstrous Compendium Vol 1. (1994)
5th Edition:
- Try homebrew below
Description
(from Planescape Monstrous Compendium Appendix I - 1994)
Astral devas attend to matters in the Lower Planes for the powers of good. These powerful, pure warriors can pass into the Lower Planes at will, bringing their justice to the heart of evil. If directly commanded by the power they serve, they can enter any layer of any lower plane without passing through intermediate layers. Astral devas also commonly travel to the Astral Plane to rescue good-aligned mortals who have become lost or stranded.
Combat: Astral devas are extremely supple and move with inhuman quickness. They carry a macelike weapon with a +3 magical attack bonus (3d6 points of damage). Any creature struck twice in the same round by the weapon must save vs. spells or fall senseless for 1 to 12 melee rounds. The weapon has the special abilities of a mace of disruption.
In addition to those available to all aasimon and devas, astral devas have two spell-like powers: blade barrier (once per day) and detect invisibility.
Astral devas are never surprised. They are immune to vacuum, level loss (whether undead or magical), and death spells. Their souls cannot be entrapped or imprisoned.
ASTRAL DEVA - 5e Homebrew Stat Block
Medium Celestial, Any Good
Armor Class: 18 (natural armor)
Hit Points: 136 (16d8 + 64)
Speed: 40 ft., fly 120 ft.
STR 18 (+4), DEX 20 (+5), CON 18 (+4), INT 17 (+3), WIS 20 (+5), CHA 20 (+5)
Saving Throws: DEX +12, WIS +9, CHA +9
Skills: Insight +9, Perception +9
Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: Darkvision 120 ft., Passive Perception 19
Languages: All, Telepathy 120 ft.
Challenge: 12 (8,400 XP)
Proficiency Bonus: +4
Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, see invisibility, plane shift
1/day each: commune, raise dead, blade barrier
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Uncanny Dodge. When an attacker that the deva can see hits the deva with an attack, the deva can use its reaction to halve the attack’s damage against it.
ACTIONS
Multiattack. The deva makes three melee attacks.
Mace of Disruption. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of the astral deva until the end of the astral deva's next turn. While the deva holds this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Sources
- Planescape Monstrous Compendium Vol. I (1994)
- Roll20