🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Astral DevaCreature 14


NGMediumAngelCelestial
Source Pathfinder Bestiary
Perception +26 (darkvision)
Languages Celestial, Draconic, Infernal, Tongues
Skills Acrobatics +24, Diplomacy +26, Intimidation +28, Religion +24
Str +8, Dex +4, Con +5, Int +4, Wis +4, Cha +6

AC 36; Fort +27; Reflex +26; Will +22; +1 status to all saves vs. magic
HP 285
Speed 40 feet (fly 75 feet)
Weaknesses Evil 15

Holy Warhammer One Action +30 (+25, +20) to hit (good, magical, shove) 1d6 Good + 2d8+22 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicMessenger's Amnesty (abjuration, divine)

An astral deva with a message to deliver is continually protected by the effect of Sanctuary (DC 32). If the deva breaks the Sanctuary, the effect returns if the deva ceases hostility for 10 minutes.

Traveler's Aura (abjuration, aura, divine)

20 feet Aura


Creatures in the astral deva's aura are protected from ambient environmental damage from any plane, including severe and extreme heat and cold as well as more exotic dangers. The astral deva is never Flat-Footed to creatures within its aura.

Divine Armament (divine, evocation)

Any weapon gains the effect of a Holy property rune while an astral deva wields it.

Stunning Strike One Action

Requirements The astral deva hit a foe earlier this turn with a weapon Strike.


Effect The astral deva makes a weapon Strike against the foe. On a success, the foe must succeed at a DC 34 fortitude save or become Stunned 1. On a critical failure, the foe is Stunned 2 instead.


Divine Innate Spells (DC 36, +28 to hit)

Cantrips (7th Level): Light
1st Level: Detect Alignment (At Will) (Evil Only), Heal
2nd Level: Invisibility (At Will) (Self Only), Remove Fear
3rd Level: Remove Disease
4th Level: Discern Lies (At Will), Divine Wrath, Remove Curse
5th Level: Tongues (Constant)
6th Level: Blade Barrier
7th Level: Divine Decree

Divine Rituals

1st Level: Angelic Messenger


Astral devas are the elite messengers and emissaries of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, and providing support for those in need of aid. They watch over planar travelers and take powerful mortals under their wings to mentor them. Astral devas carry scrolls containing important messages and other celestial secrets.

Astral devas can form spontaneously from the souls of exceptional good-aligned mortals, but are also sometimes created from such souls intentionally by deities or demigods. In the later cases, astral devas often bear physical features that mark them as closely affiliated with that deity. An astral deva created by Sarenrae, for example, might have hair made of fire, while one created by Torag might look more dwarven, and one created by Desna could have butterfly wings instead of feathered wings. It's not unusual for astral devas created by lawful good or chaotic good deities to share their creators' alignment.


The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are neutral good and live in Nirvana, the plane of virtue and enlightenment. However, some angels, including several angelic deities, have different alignments, and some even dwell on other planes. Regardless of alignment, angels remain benevolent messengers possessed with magical auras to aid their allies.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.