Demonic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 3d6 fire damage (included in the attack).
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.
Multiattack. The deva makes two melee attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) fire damage.
Flaming Touch (3/Day). Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit: 20 (4d8 + 2) fire damage. After taking the damage, the target must make a Constitution saving throw (save DC 17). On a failed save, roll a d6. On a result of 1 or 2, the target is blinded. On a result of 3 or 4, the target is deafened. On a result of 5 or 6, the target is poisoned.
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.
Previous Versions
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10/26/2019 4:05:59 AM
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Coming Soon
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