Angel, Movanic Deva
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)
- Speed
- 40 ft., fly 60 ft. (good)
- Init
- +7
- Melee
- +1 flaming greatsword +17/+12/+7 (2d6+7/19-20 plus 1d6 fire)
- BAB
- +12
- CMB
- +16
- CMD
- 29
- Fort
- +12
- Ref
- +11
- Will
- +9; +4 vs. poison, +4 resistance vs. evil
- DR
- 10/evil
- SR
- 21
- Defensive Abilities
- nature's pacifism, protected life force
- Racial Modifiers
- +4 Perception
Weapons: Martial, Simple
<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 +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>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
Diplomacy +19, Fly +22, Intimidate +19, Knowledge (planes) +18, Knowledge (religion) +18, Perception +26, Sense Motive +22, Stealth +18, Survival +18
- 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
- Languages
- Celestial, Draconic, Infernal; truespeech
- Source
- Bestiary 2
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Aid (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Discern Lies (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Holy Smite (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Plane Shift (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Remove Curse (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Remove Disease (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Remove Fear (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Serious Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Antimagic Field (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Awaken (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Holy Aura (Spell)House/Core — covered by the site's Section 15.
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