Deva

Medium / celestial / Lawful Good / CR 10

Armor Class17
Hit Points136 (16d8 + 64)
Speed30 ft, fly 90 ft
Challenge10
Proficiency+4
STR18+4
DEX18+4
CON18+4
INT17+3
WIS20+5
CHA20+5
Saving Throws

Wisdom +9, Charisma +9

Skills

Insight +9, Perception +9

Senses

Darkvision 120 ft

Languages

ALL

Damage resistances

Bludgeoning, Piercing, Radiant, Slashing

Condition immunities

Charmed, Exhaustion, Frightened

Traits

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 1/day each: commune, raise dead

Magic Resistance

The Deva has advantage on saving throws against spells and other magical effects.

Actions

Change Shape

Action

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.

Healing Touch

Action

The Deva touches another creature. The target magically regains and is freed from any curse, disease, poison, blinded{Blindness}, or deafened{Deafness}.

Multiattack

Action

The deva makes two melee attacks.

Mace

Action

+8 to hit, range 5 ft. Hit: 7 (1d6 + 4) bludgeoning damage.

Prepared Spells

Commune, Detect Evil And Good, Raise Dead

Referenced spells