Deva

Devas are the rank-and-file soldiers in the never-ending war of good against evil. Proactive messengers of the gods of weal, devas prefer to deliver their missives at swordpoint, and they take their battles to all corners of the multiverse. Devas most often descend from the planes of good at the behest of their powerful sponsors. 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. (The former appear in the Monster Manual. See Astral Deva.) Each order is the political equal of the others, and while squabbles of personality occasionally occur, the groups themselves cooperate unfailingly. Devas never knowingly negotiate with evil creatures, though nonlawful devas occasionally treat with nonevil neutrals.

Devas speak Celestial, Infernal, and Draconic.

Combat

Devas have a number of common qualities that enable them to act more effectively in battle.

Outsider Traits: A deva has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life). In addition, all devas have the following abilities in common. Celestial Traits: A celestial can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It is immune to petrification attacks, and it has low-light vision, darkvision (60 feet), and a +4 racial bonus on Fortitude saves against poison. As an outsider, it cannot be raised or resurrected (though a wish or miracle spell can restore life). Immunities (Ex): Devas are immune to acid, cold, and electricity. Monadic devas also have fire immunity. Protective Aura (Su): As a free action, a deva can surround itself with a nimbus of light that has a radius of 20 feet. This aura acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level is equal to the deva’s Hit Dice. The aura can be dispelled, but the deva can create it again as a free action on its next turn.

The statistics block below contains details for more than one type of deva. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Monadic Deva ⬇️
Medium Outsider (Extraplanar, Good)
Movanic Deva ⬇️
Medium Outsider (Extraplanar, Good)
Hit Dice: 10d8+50 (95 hp) 6d8+12 (39 hp)
Initiative: +7 +8
Speed: 40 ft. (8 squares), fly 90 ft. (good) 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 25 (+3 Dex, +12 natural), touch 13, flat-footed 22 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +10/+15 +6/+9
Attack: Mace of smiting +15 melee (1d8+7) Flaming greatsword +1 +11 melee (2d6+5 plus 1d6 fire)
Full Attack: Mace of smiting +18/+13 melee or +20/+15 vs. constructs (1d8+7) Flaming greatsword +1 +11/+6 melee (2d6+5 plus 1d6 fire)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Spell-like abilities Spell-like abilities
Special Qualities: Celestial traits, DR 10/evil, deliverance from death, elemental ease, immunities, improved uncanny dodge, outsider traits, protective aura, SR 22 Celestial traits, DR 10/+1, divine equilibrium, fire resistance 20, heavenly deflection, immunities, outsider traits, protective aura, soothing presence of nature, SR 19
Saves: Fort +12, Ref +10, Will +10 Fort +7, Ref +9, Will +10
Abilities: Str 20, Dex 16, Con 20, Int 17, Wis 17, Cha 19 Str 17, Dex 18, Con 15, Int 17, Wis 16, Cha 18
Skills: Balance +16, Concentration +18, Diplomacy +19, Knowledge (any three) +16, Listen +16, Move Silently +16, Sense Motive +16, Spellcraft +16, Spot +16; racial bonuses Balance +13, Concentration +11, Diplomacy +15, Intimidate +13, Knowledge (any three) +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot +12; racial bonuses
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack Improved Initiative, Iron Will, Weapon Focus (greatsword)
Environment: Any land and underground (Upper Planes) Any land and underground (Upper Planes)
Organization: Solitary, pair, or squad (3–6) Solitary, pair, or squad (3–6)
Challenge Rating: 12 9
Treasure: None None
Alignment: Always good (any) Always good (any)
Advancement: 11–20 HD (Medium); 21–30 HD (Large) 7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment:

Monadic DevaMovanic Deva

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. The bulk of neutral good devas come from the ranks of the monadics.

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.

Monadic devas can be summoned using a summon monster IX spell.

Spell-Like Abilities: At will⁠—​aid, charm monster (elementals only), consecrate, continual flame, create food and water, death ward, detect evil, discern lies, hold monster, mirror image, prayer, protection from arrows; 3/day⁠—​atonement, cure serious wounds, daylight, dispel magic, divination, ethereal jaunt, hallow, holy aura, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear; 1/day⁠—​commune, dispel evil, raise dead. Caster level 11th; save DC 14 + spell level.

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 (see Chapter 1 of Manual of the Planes). They can breathe in any environment as if wearing a necklace of adaptation.

Change Shape (Su): A monadic deva can assume the form of any Small or Medium humanoid. See Change Shape.

Improved Uncanny Dodge (Ex): Devas retain their Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and they cannot be flanked except by a rogue of at least 14th level.

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 flaming greatswords +1.

Movanic devas can be summoned using a summon monster VII spell.

Spell-Like Abilities: At will⁠—​aid, consecrate, continual flame, create food and water, death ward, detect evil, discern lies, prayer, protection from arrows; 3/day⁠—​atonement, bless weapon, cure serious wounds, daylight, divination, ethereal jaunt, hallow, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear; 1/day⁠—​commune, raise dead. Caster level 9th; save DC 14 + spell level.

Divine Equilibrium (Ex): Movanic devas are immune to the effects of negative-dominant or positive-dominant planar energy traits (see Chapter 1 in Manual of the Planes).

Heavenly Deflection (Su): Once per round as a free action, a movanic deva can deflect ranged attacks and certain spells 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 (Su): A movanic deva can assume the form of any Small or Medium humanoid. See Change Shape.

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.

Source: Fiend Folio, page 55. Changes applied as per the D&D® v.3.5 Accessory Update.