Library / Bestiary

Angel, Movanic Deva

CR 10.00 Outsider NG Medium HD 12
This angel is all sharp lines and angles, muscular but lean, with large wings and a mighty flaming greatsword.

Movanic devas serve as infantry in the celestial armies, though they spend most of their time patrolling the Positive, Negative, and Material Planes. On the Positive Plane, they watch over wandering good souls, which sometimes puts them into conflict with the jyoti. On the Negative Plane, they battle undead, the sceaduinar, and the other strange things that hunt in the hungry void. Their rare visits to the Material Plane are usually to help powerful mortals when a great menace threatens to plunge an entire realm into evil.

HP
126 (12d10+60)
AC
24, touch 13, flat-footed 21 (+3 Dex, +11 natural; +4 deflection vs. evil)
Init
+7
Speed
40 ft., fly 60 ft. (good)
Fort
+12
Ref
+11
Will
+9; +4 vs. poison, +4 resistance vs. evil
BAB
+12
CMB
+16
CMD
29
Melee
+1 flaming greatsword +17/+12/+7 (2d6+7/19-20 plus 1d6 fire)
DR
10/evil
SR
21
Defensive Abilities
nature's pacifism, protected life force
Aura
protective aura
Racial Modifiers
+4 Perception
str
19
+4
dex
17
+3
con
18
+4
int
17
+3
wis
17
+3
cha
19
+4

Weapons: Martial, Simple

Special Abilities

Nature's Pacifism from text
Protected Life Force from text

Feats, Traits & Items

Cleave from Feat

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.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

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.

Toughness from Feat

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).

Calculated: +3 Hp Bonus
Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Diplomacy +19, Fly +22, Intimidate +19, Knowledge (planes) +18, Knowledge (religion) +18, Perception +26, Sense Motive +22, Stealth +18, Survival +18

spell-like abilities:
Constant—Detect Evil, At will—Aid, At will—Discern Lies (DC 17), At will—Dispel Evil (DC 18), At will—Dispel Magic, At will—Holy Smite (DC 18), At will—Invisibility (DC 16), At will—Plane Shift (DC 21), At will—Remove Curse (DC 18), At will—Remove Disease (DC 17), At will—Remove Fear (DC 15), 7/day—Cure Serious Wounds (DC 17), 1/day—Antimagic Field, 1/day—Awaken (DC 19), 1/day—Holy Aura (DC 22)
Details
Type
Outsider
Alignment
NG
Size
Medium
Environment
any good-aligned plane
Organization
solitary, pair, or squad (3-6)
Treasure
double (+1 flaming greatsword, other treasure)
Senses
darkvision 60 ft., detect evil, low-light vision; Perception +20
Aura
protective aura
Languages
Celestial, Draconic, Infernal; truespeech
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
21 House/Core
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Aid (Spell) — core content under OGL 1.0a
  • Knows spell: Discern Lies (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Holy Smite (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
  • Knows spell: Remove Curse (Spell) — core content under OGL 1.0a
  • Knows spell: Remove Disease (Spell) — core content under OGL 1.0a
  • Knows spell: Remove Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Serious Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Antimagic Field (Spell) — core content under OGL 1.0a
  • Knows spell: Awaken (Spell) — core content under OGL 1.0a
  • Knows spell: Holy Aura (Spell) — core content under OGL 1.0a
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