Large Monstrosity, Neutral
Armor Class 17 (natural armor)
Hit Points 140 (16d8 + 64)
Speed 30 ft., Fly 90 ft., Climb 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws WIS +9, CHA +9
Skills Deception +9, Insight +9, Perception +9, Stealth +5
Damage Resistances Cold, Fire, Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Unholy 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).

Amalgamated Ancestry. The deva has advantage on saving throws against being charmed, and magic can’t put it to sleep.

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, dancing lights, darkness

1/day each: commune, raise dead, confusion, faerie fire

Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The deva makes two attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Altercation. 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.

FlounderHemmy

Comments

Posts Quoted:
Reply
Clear All Quotes