3e SRD:Celestial, Astral Deva
Astral Deva
Size/Type: | Medium Outsider (Good) |
---|---|
Hit Dice: | 12d8+48 (102 hp) |
Initiative: | +8 (+4 Dex, +4 Improved Initiative) |
Speed: | 50 ft., Fly 100 ft. (good) |
AC: | 29 (+4 Dex, +15 natural) |
Attacks: | +3 heavy mace of disruption +21/+16/+11 melee |
Damage: | +3 heavy mace of disruption 1d8+12 and stun |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Stun, spell-like abilities |
Special Qualities: | Damage reduction 10/+1, SR 30, celestial qualities, uncanny dodge |
Saves: | Fort +12, Ref +12, Will +12 |
Abilities: | Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 |
Skills: | Concentration +19, Escape Artist +19, Hide +19, Knowledge (any three) or Craft (any three) +17, Listen +25, Move Silently +19, Sense Motive +19, Spot +25 |
Feats: | Alertness, Cleave, Improved Initiative, Power Attack |
Climate/Terrain: | Any land and underground |
Organization: | Solitary, pair, or squad (3-5) |
Challenge Rating: | 14 |
Treasure: | No coins; double goods; standard items |
Alignment: | Always good (any) |
Advancement: | 13-18 HD (Medium-size); 19-36 HD (Large) |
Celestials speak Celestial, Infernal, and Draconic.
Combat
Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.
All celestials receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed at a Fortitude save (DC 15) or be stunned for 1d6 rounds.
Spell-Like Abilities: At will: aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day-see invisibility and cure light wounds; 1/day-heal and blade barrier. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).
Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.
Uncanny Dodge (Ex): Astral devas are never caught flat-footed and cannot be flanked.
Skills: Extremely alert, astral devas receive a +4 racial bonus to Spot and Listen checks.
Back to Main Page → 3e Open Game Content → System Reference Document → Creatures