Deva, Movanic (CR 9)
AC: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Hit Dice: 6d8+12 (39 hp); DR: 10/evil
Fort +7, Ref +9, Will +10
Speed: 40 ft., fly 90 ft. (good)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +9
Attack: +1 flaming greatsword +11 melee
Full Attack: +1 flaming greatsword +11/+6 melee
Damage: flaming great sword 2d6+5 plus 1d6 fire
Special Attacks/Actions: Spell-like abilities
Abilities: Str 17, Dex 18, Con 15, Int 17, Wis 16, Cha 18
Special Qualities: Celestial traits, divine equilibrium, fire resistance 20, heavenly deflection, immunities, outsider traits, protective aura, soothing presence of nature, SR 19
Feats: Improved Initiative; Iron Will; Weapon Focus (greatsword)
Skills: Balance +13, Concentration +11, Diplomacy +15, Intimidate +13, Knowledge (any three) +12, Sense Motive +12, Spellcraft +12, Spot +12, and listen +12
Advancement: 7-12 HD (Medium-size); 13-18 HD (Large)
Climate/Terrain: Any land and underground (Upper Planes)
Organization: Solitary, pair, or squad (3-6)
Spell-like Abilities: At will - aid, consecrate, continual flame, create food and water, death ward, detect evil, discern lies, prayer, protection from arrows; 3/day - atonement, bless weapon, cure serious wounds, daylight, divination, ethereal jaunt, hallow, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear; 1/day - commune, raise dead. Caster level 9th; save DC 14 + spell level.
Change Shape (Su): A movanic deva can assume the form of any Small or Medium humanoid.
Divine Equilibrium (Ex): Movanic devas are immune to the effects of negative-dominant or positive-dominant planar energy traits.
Heavenly Deflection (Su): Once per round as a free action, a movanic deva can deflect ranged attacks and certain spells by batting them away with its +1 flaming greatsword. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the deva succeeds, it deflects the attack. Deflected spells are negated as if counterspelled.
The deva must be aware of an attack in order to have a chance to deflect it.
Soothing Presence of Nature (Ex): Movanic devas have a calm spirit that is pleasing to inhabitants of the natural world. Unless magically compelled to do so, no plant or animal will attack a movanic deva.
Outsider Traits: A deva has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Celestial Traits: A celestial can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It is immune to petrification attacks, and it has low-light vision, darkvision (60 feet), and a +4 racial bonus on Fortitude saves against poison. As an outsider, it cannot be raised or resurrected (though a wish or miracle spell can restore life).
Immunities (Ex): Devas are immune to acid, cold, and electricity. Monadic devas also have fire immunity.
Protective Aura (Su): As a free action, a deva can surround itself with a nimbus of light that has a radius of 20 feet. This aura acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level is equal to the deva's Hit Dice. The aura can be dispelled, but the deva can create it again as a free action on its next turn.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).