Astral Deva (CR 14)
Medium Outsider (Angel, Extraplanar, and Good)
Alignment: Always good (any)
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +23, and Spot +23
Languages: Tongues SA
AC: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Hit Dice: 12d8+48 (102 hp); DR: 10/evil
Fort +14, Ref +12, Will +12
Speed: 50 ft., fly 100 ft. (good)
Space: 5 ft./5 ft.
Base Attack +12; Grapple +18
Attack: +3 heavy mace of disruption +21/+16/+11 melee or slam +18 melee
Full Attack: +3 heavy mace of disruption +21/+16/+11 melee or slam +18 melee
Damage: +3 heavy mace of disruption 1d8+12 and stun or slam 1d8+9
Special Attacks/Actions: Stun, spell-like abilities
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Special Qualities: DR 10/evil, immunity to acid, cold and petrification, protective aura, resistance to electricity 10 and fire 10, SR 30, uncanny dodge
Feats: Alertness; Cleave; Great Fortitude; Improved Initiative; Power Attack
Skills: Concentration +19, Escape Artist +19, Hide +19, Intimidate +20, Knowledge (any three) or Craft (any three) +19, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, and Use Rope +4 (+6 with bindings)
Advancement: 13-18 HD (Medium-size); 19-36 HD (Large)
Climate/Terrain: Any good aligned plane
Organization: Solitary, pair, or squad (3-5)
Treasure/Possessions: no coins, double goods, standard items
Change Shape (Su): An astral deva can assume the form of any Small or Medium humanoid.
A true seeing spell or ability reveals the creature's natural form. A creature using change shape reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use change shape to take the form of a creature with a template.
The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian's rage class feature).
Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
Any gear worn or carried by the creature that can't be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Non-humanoid-shaped creatures can't wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed at a Fortitude save (DC 15) or be stunned for 1d6 rounds.
Spell-Like Abilities: At will - aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), remove curse, remove disease, and remove fear; 7/day - see invisibility and cure light wounds; 1/day - heal and blade barrier. These abilities are as the spells cast by a 12th-level sorcerer (save DC is + spell level).
Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.
Uncanny Dodge (Ex): Astral devas are never caught flat-footed and cannot be flanked.
Tongues (Su): Can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, devas can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial's Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
Skills: Extremely alert, astral devas receive a +4 racial bonus to Spot and listen checks.
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).