Awakened Potential. The creature’s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 4d8 necrotic damage.
Bound to Serve. When the creature receives this template, it is bound to a specific individual. The creature must obey that individual’s every command, even if it leads to the creature’s death.
Built for War. The creature’s weapon attacks score a critical hit on a roll of 18–20.
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
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
The Cost. The creature cannot deal radiant damage or cause itself or other creatures to regain hit points. Any such abilities it uses have no effect.
Truthseeker. The creature knows when it hears a lie.
Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) necrotic damage.
Healing Touch (3/Day). The deva touches another creature. The target magically is freed from any curse, disease, poison, blindness, or deafness.
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.
Perfect Strike. The creature can make a weapon attack against AC 10. If it hits, the target takes necrotic damage equal to half its hit point maximum. The corrupted celestial can use this ability three times, regaining all expended uses when it finishes a short or long rest.
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