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Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 10 (5,900 XP), Medium celestial, Lawful Good
Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Angelic Weapons. The deva’s weapon attacks count as magical. Whenever it hits with a weapon, the attack deals an extra 4d8 radiant damage (already included in its attacks).
Innate Spellcasting. Charisma is its innate spellcasting ability (spell save DC 17), and it needs only verbal components. At will: detect evil and good. 1/day each: commune, raise dead.
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Healing Touch (3/Day). The deva touches another creature, which regains 20 (4d8 + 2) hit points and is cured of any curse, disease, poison, blindness, or deafness.
Change Shape. The deva magically takes the form of a humanoid or beast with a challenge rating no higher than its own, or returns to its true form. It reverts if it dies. Its equipment can merge into or be worn by the new form. It keeps its game statistics, alignment, and ability to speak, but swaps its AC, movement, Strength, Dexterity, and special senses for the new form’s, and gains that form’s statistics and abilities other than class features, legendary actions, and lair actions.
How hard a fight? Against a party of four, a single deva is deadly at levels 1–6, hard at levels 7–8, medium at levels 9–10 and easy at levels 11–15, and barely a challenge from level 16. Add allies or more foes in the encounter generator.
Where you'll find it: other planes.
Story hooks
Similar creatures: Guardian Naga, Ki-rin.
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.