Angels
Deva
Devas are angels that act as divine messengers or agents to the Material Realms, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to. Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades.
Armor Class | 17 (natural armor) | ||
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Hit Points | 16d8+64 | ||
Speed | 30 ft. | fly 90 ft. | |
Strength | 18 (+4) | ||
Dexterity | 18 (+4) | ||
Constitution | 18 (+4) | ||
Intelligence | 17 (+3) | ||
Wisdom | 20 (+5) | ||
Charisma | 20 (+5) | ||
Saving Throws | Wisdom d20+9 | Charisma d20+9 | |
Skills | Insight d20+9 | Perception d20+9 | |
Damage Resistances | Radiant | Bludgeoning | Piercing |
Slashing from nonmagical attacks | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Senses | Darkvision 120 ft. | Passive Perception 19 | |
Languages | All, Telepathy 120 ft. | ||
Challenge | 10 (5,900 XP) | ||
Special 1 | Angelic Weapons | The deva's weapon attacks are magical. | When the deva hits with any weapon, |
the weapon deals an extra 4d8 | radiant damage (included in the attack) | ||
Special 2 | Innate Spellcasting | The deva's spellcasting ability is | Charisma (spell save DC 17). |
The deva can innately cast the following spells, | requiring only verbal components | ||
At will | Detect evil and good | ||
1/day each | Commune | Raise dead | |
Special 3 | Magic Resistance | The deva has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The deva makes two melee attacks | |
Action 2 | Mace | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 1d6+4 bludgeoning damage | plus 4d8 radiant damage | |
Action 3 | Healing Touch (3/Day) | The deva touches another creature. | The target magically regains 20 4d8+2 hit points |
and is freed from any curse, disease, | poison, blindness, or deafness | ||
Action 4 | Change Shape | The deva magically polymorphs into a humanoid | or beast that has a challenge rating |
equal to or less than its own, | or back into its true form. | It reverts to its true form if it dies. | Any equipment it is wearing |
or carrying is absorbed or borne by | the new form (the deva's choice). | In a new form, the deva retains its | game statistics and ability to speak, |
but its AC, movement modes, Strength, | Dexterity, and special senses are | replaced by those of the new form, | and it gains any statistics and capabilities |
(except class features, legendary actions, and lair actions) | that the new form has but that it lacks |
Planetar
Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception. Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.
Armor Class | 19 (natural armor) | ||
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Hit Points | 16d10+112 | ||
Speed | 40 ft. | fly 120 ft. | |
Strength | 24 (+7) | ||
Dexterity | 20 (+5) | ||
Constitution | 24 (+7) | ||
Intelligence | 19 (+4) | ||
Wisdom | 22 (+6) | ||
Charisma | 25 (+7) | ||
Saving Throws | Constitution d20+12 | Wisdom d20+1 | Charisma d20+12 |
Skills | Perception d20+11 | ||
Damage Resistances | Radiant | Bludgeoning | Piercing |
Slashing from nonmagical attacks | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Senses | Truesight 120 ft. | Passive Perception 21 | |
Languages | All | Telepathy 120 ft. | |
Challenge | 16 (1 5,000 XP) | ||
Special 1 | Angelic Weapons | The planetar's weapon attacks are magical. | The target magically regains 6d8+3 hit points |
and is freed When the planetar hits with any weapon, | the weapon deals an extra 5d8 radiant | damage (included in the attack) | |
Special 2 | Divine Awareness | The planetar knows if it hears a lie | |
Special 3 | Innate Spellcasting | The planetar's spellcasting ability is | Charisma (spell save DC 20). |
The planetar can innately cast the following spells, | requiring no material components | ||
At will | Detect evil and good | Invisibility (self only) | |
3/day each | Blade barrier | Dispel evil and good | Flame strike |
Raise dead | |||
1/day each | Commune | Control weather | Insect plague |
Special 4 | Magic Resistance | The planetar has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The planetar makes two melee attacks | |
Action 2 | Greatsword | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 4d6+7 slashing damage | plus 5d8 radiant damage | |
Action 3 | Healing Touch (4/Day) | The planetar touches another creature. | The target magically regains 6d8+3 hit points |
and is freed from any curse, disease, | poison, blindness, or deafness |
Solar
A solar is godlike in its glory and power. On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.
Armor Class | 21 (natural armor) | ||
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Hit Points | 243 (18dl0 +144) | ||
Speed | 50 ft. | fly 150 ft. | |
Strength | 26 (+8) | ||
Dexterity | 22 (+6) | ||
Constitution | 26 (+8) | ||
Intelligence | 2S (+7) | ||
Wisdom | 2S (+7) | ||
Charisma | 30 (+10) | ||
Saving Throws | lntelligence+l4 | Wisdom +14 | Charisma +17 |
Skills | Perception +14 | ||
Damage Resistances | Radiant | Bludgeoning | Piercing |
Slashing from nonmagical attacks | |||
Damage Immunities | Necrotic | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Passive Perception 24 | |
Languages | All | Telepathy 120 ft. | |
Challenge | 21 (33,000 XP) | ||
Special 1 | Angelic Weapons | The solar's weapon attacks are magical. | When the solar hits with any weapon, |
the weapon deals an extra 6d8 | radiant damage (included in the attack) | ||
Special 2 | Divine Awareness | The solar knows if it hears a lie | |
Special 3 | Innate Spellcasting | The solar's spellcasting ability is | Charisma (spell save DC 2S). |
It can innately cast the following spells, | requiring no material components | ||
At will | Detect evil and good | Invisibility (self only) | |
3/day each | Blade barrier | Dispel evil and good | Resurrection |
1/day | Commune | Control weather | |
Special 4 | Magic Resistance | The solar has advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The solar makes to greatsword attacks | |
Action 2 | Greatsword | Melee Weapon Attack | d20+15 to hit |
Reach 5 ft., one target | Hit : 4d6+8 slashing damage | plus 6d8 radiant damage | |
Action 3 | Slaying Longbow | Ranged Weapon Attack | +13 to hit |
Range 150/600 ft., one target | Hit: 2d8+6 piercing damage | plus 6d8 radiant damage. | If the target is a creature that has 100 hit points or fewer, |
it must succeed on a DC 15 Constitution saving throw or die | |||
Action 4 | Flying Sword | The solar releases its greatsword to hover magically | in an unoccupied space within 5 feet of it. |
If the solar can see the sword, | the solar can mentally command it as a bonus action | to fly up to 50 feet and either | make one attack against a target or return |
to the solar's hands. | If the hovering sword is targeted by any effect, | the solar is considered to be holding it. | The hovering sword falls if the solar dies |
Action 5 | Healing Touch (4/Day) | The solar touches another creature. | The target magically regains 8d8+4 hit points |
and is freed from any curse, disease, | poison, blindness, or deafness | ||
Legendary Actions | The solar can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature's turn. | The solar regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Teleport | The solar magically teleports, | along with any equipment it is wearing or carrying, |
up to 120 feet to an unoccupied space it can see | |||
Legendary Action 2 | Searing Burst (Costs 2 Actions) | The solar emits magical, divine energy. | Each creature of its choice in |
a 10-foot radius must make a | DC 23 Dexterity saving throw, | taking 4d6 fire damage | plus 4d6 radiant damage on a failed save, |
or half as much damage on a successful one | |||
Legendary Action 3 | Blinding Gaze (Costs 3 Actions) | The solar targets one creature it can see | within 30 feet of it. |
If the target can see it, the target must succeed on a | DC 15 Constitution saving throw or | be blinded until magic such | |
as the lesser restoration | spell removes the blindness |
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