Mod | Save | ||
---|---|---|---|
STR | 18 | +4 | +4 |
DEX | 18 | +4 | +4 |
CON | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
INT | 17 | +3 | +3 |
WIS | 20 | +5 | +9 |
CHA | 20 | +5 | +9 |
Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects.
Multiattack. The deva makes two Holy Mace attacks.
Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage.
Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Commune, Raise Dead
Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Should this be tagged as Angel subtype?
Is the health a mistake? That's a wild jump from 2014 statblock, and
really high for its CRtop of its class for its CR, outclassing 'meatshields' like the stone golem.I'm wondering if it's supposed to be 178 (21d8 + 84). That's the same Hit Dice as the Planetar (21d10), and much more consistent with the Hit Point increases I've seen on the other stat blocks.
21d8 + 84 would make a lot more sense, yes. Right now this statblock makes it CR ~13, and a nasty surprise for unsuspecting DMs that might wipe out their party if not careful.
EDIT: Spelling.
It may, but I don't think it necessarily is. It stands to reason that the Deva has a higher number of hit points now that it no longer has healing touch (restoring a total of 60 hit points and removing blindness, disease, poison, etc.). The real buff, in my opinion, is that the Deva does not need to spend its action to do so. This is offset of course by the fact that the Deva no longer has resistance to bludgeoning, piercing, and slashing from nonmagical attacks. In sum, the new Deva is likely still CR 10 or close to.
The thing is though, the Planetar also lost its Healing Touch and resistance to bludgeoning, piercing, and slashing from nonmagical attacks. However, it only went from 16d10 to 21d10. You would think that the Deva (which was previously 16d8) would get the equivalent increase.
UPDATE: After reviewing monsters of the same CR and size, I stand by my original comment that the Hit Points must be a mistake. They're just too much of an outlier not to be.
You're asking why the Planetar's hit dice increased by 5 whereas the Deva's hit dice increased by 11. As discussed previously, the answer is likely challenge rating. The 2024 Planetar deals more damage per turn than the 2014 Planetar, which warrants a lesser increase in health (arising from the loss of self-healing and resistance) to preserve the Planetar's challenge rating of 16. The Deva's damage output did not change, and as a result, the Deva warranted a larger increase in health (for the aforementioned reasons).
as beautiful as its previous art, I like that the wings look like they're made of glass
Just a FYI that in older editions & lore, the way angels dying worked was the opposite of Demons/Devils. An angel that dies on Mount Celestia would resurrect & gain a new body immediately, but one that dies elsewhere (Say on the material plane) died permanently. Personally I think this fits them better, and makes their actions all the more good/selfless/heroic, as they're actually risking their immortal lives when they help. and its a solid explanation for why they don't get directly involved in the blood war.
I realy love the new deva artwork. It looks fabulous.
For stats, getting 93 hp is way to mich in my opinion evenvwith all the changes. But hey a monster who actually kept his CHA save. Whoop whoop.
He heals less now but diesnt waste an action on it.
Overall a bit overturned but i will see what he can do now
I'm using 178 for my campaign. 229 just feels like a LOT for CR 10.
Yeah. The only CR 10 I found that came close was the stone golem with 220, and it's a large creature.