Angel, Monadic Deva
Monadic devas are stoic watchers of the Ethereal Plane and the Elemental Planes. They search those planes for fiendish enclaves, battle evil planar monsters such as xills, and act as celestial liaisons to the genies and elementals. They have been known to broker temporary peace between warring elemental factions, often using their inherent magic to end hostilities long enough for negotiations to take place. In the armies of the good planes, they are leaders and officers, and after centuries of service to a deity, they may be transformed into astral devas.
Monadic devas like giving their maces names and proudly announcing them in battle with evil foes. Many of these weapons have seen battle for thousands of years and are quite battered. Younger devas may lend their weapons to good churches on the Material Plane so they can be used by great mortal heroes, though the angels eventually reclaim them after no more than a year and a day.
A monadic deva is 7 feet tall and weighs 220 pounds.
- HP
- 147 (14d10+70)
- AC
- 27, touch 14, flat-footed 23 (+4 Dex, +13 natural; +4 deflection vs. evil)
- Speed
- 40 ft., fly 90 ft. (good)
- Init
- +8
- Melee
- +3 morningstar +22/+17/+12 (1d8+10 plus solid blow)
- BAB
- +14
- CMB
- +19
- CMD
- 33
- Fort
- +15
- Ref
- +13
- Will
- +10; +4 vs. poison; +4 resistance vs. evil
- DR
- 10/evil
- SR
- 23
- Racial Modifiers
- +4 Perception
Weapons: Martial, Simple
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
Diplomacy +21, Fly +25, Intimidate +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +29, Sense Motive +25, Stealth +21, Survival +27, Swim +19
- Type
- Outsider
- Alignment
- NG
- Size
- Medium
- Environment
- any good-aligned plane
- Organization
- solitary, pair, or squad (3-6)
- Treasure
- double (+3 morningstar, other treasure)
- Senses
- darkvision 60 ft., detect evil, low-light vision; Perception +29
- Languages
- Celestial, Draconic, Infernal; truespeech
- Source
- Bestiary 2
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