Angel, Astral Deva
Medium Outsider (Angel, Extraplanar, Good) — CR 14
Monster Manual v.3.5 (MM), p. 11
- Hit Dice
- 12d8+48 (102 hp)
- Initiative
- +8
- Speed
- Land 50 ft
- Armor Class
- 29, touch 14, flat-footed 25
- Base Attack / Grapple
- +12/+18
- Attack
- +3 heavy mace of disruption +21 melee (1d8+12 plus stun)
- Full Attack
- +3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun)
- STR
- 22
- DEX
- 18
- CON
- 18
- INT
- 18
- WIS
- 18
- CHA
- 20
- Fort / Ref / Will
- +14 / +12 / +12
- Spell Resistance
- 30
- Caster Level
- 12
- Challenge Rating
- 14
- Alignment
- Always Good
- Organization
- Solitary, pair, or squad (3–5)
- Treasure
- No coins; double goods; standard items
- Environment
- Planes (good-aligned)
- Level Adjustment
- +8
Special Abilities
Feats
Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack
A beautiful, extremely tall, humanlike creature with long, feathery wings and a very supple and lithe body glows with an inner power that makes it hard to look directly at the creature.
Description
Angels are a race of celestials, beings who live on the good-aligned Outer Planes.
Angels can be of any good alignment. Regardless of their alignment, angels never lie, cheat, or steal. They are impeccably honorable in all their dealings and often prove the most trustworthy and diplomatic of all the celestials.
All angels are blessed with comely looks, though their actual appearances vary widely.
Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
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. An astral deva is about 7-1/2 feet tall and weighs about 250 pounds.
Combat
Though they are honorable and good, angels 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 angels make full use of their mobility and their ability to attack at a distance.
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’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
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 equals angel’s HD). 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 an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
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), 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.
Change Shape (Su): An astral deva can assume the form of any Small or Medium humanoid.
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.
Saves: +4 racial bonus on saves against poison.