| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +4 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 20 | +5 | +10 |
| CHA | 20 | +5 | +10 |
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).
Blinding Aura. Ranged attacks against the stallion based on sight are at disadvantage. When a creature moves to or starts it's turn within 10 feet of the stallion, creatures must make a Dexterity save (DC17) or takes 3d8 radiant damage, be blinded, and have their speed halved until the start of their next turn.
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, Locate Creature, Spiritual Weapon, Sacred Flame
3/day. Guiding Bolt, Freedom of Movement, Sunbeam
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Multiattack. The deva makes two melee attacks.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 11 (3d6) Bludgeoning damage and has the prone condition.
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.
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