3e SRD:Celestial, Astral Deva

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Astral Deva[edit]

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.



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