Deva, Monadic (CR 12)
Medium Outsider (Extraplanar and Good)
Alignment: Always good (any)
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +16 and Spot +16
Languages: Tongues SA
AC: 25 (+3 Dex, +12 natural), touch 13, flat-footed 22
Hit Dice: 10d8+50 (95 hp); DR: 10/evil
Fort +12, Ref +10, Will +10
Speed: 40 ft., fly 90 ft. (good)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +15
Attack: Mace of smiting +15 melee
Full Attack: Mace of smiting +15/+10 melee
Damage: Mace of smiting 1d8+7
Special Attacks/Actions: Spell-like abilities
Abilities: Str 20, Dex 16, Con 20, Int 17, Wis 17, Cha 19
Special Qualities: Celestial traits, deliverance from death, elemental ease, immunities, outsider traits, protective aura, SR 22, uncanny dodge
Feats: Cleave; Great Cleave; Improved Initiative; Power Attack
Skills: Balance +16, Concentration +18, Diplomacy +19, Knowledge (any three) +16, Listen +16, Move Silently +16, Sense Motive +16, Spellcraft +16, and Spot +16
Advancement: 11-20 HD (Medium-size); 21-30 HD (Large)
Climate/Terrain: Any land and underground (Upper Planes)
Organization: Solitary, pair, or squad (3-6)
Treasure/Possessions: -
Source:
Fiend Folio
Spell-like Abilities: At will - aid, charm monster (elementals only), consecrate, continual flame, create food and water, death ward, detect evil, discern lies, hold monster, mirror image, prayer, protection from arrows; 3/day - atonement, cure serious wounds, daylight, dispel magic, divination, ethereal jaunt, hallow, holy aura, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear; 1/day - commune, dispel evil, raise dead. Caster level 11th; save DC 14 + spell level.
Change Shape (Su): A monadic deva can assume the form of any Small or Medium humanoid.
Deliverance from Death (Ex): Monadic devas are immune to all death spells and magical death effects. They are likewise immune to ability damage, ability drain, and energy drain.
Elemental Ease (Ex): Monadic devas are immune to the deleterious effects of elemental traits of air-dominant, earth-dominant, fire-dominant, and water-dominant planes. They can breathe in any environment as if wearing a necklace of adaptation.
Uncanny Dodge (Ex): Devas retain their Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and they cannot be flanked except by rogue of at least 14th level.
Outsider Traits: A deva has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Celestial Traits: A celestial can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It is immune to petrification attacks, and it has low-light vision, darkvision (60 feet), and a +4 racial bonus on Fortitude saves against poison. As an outsider, it cannot be raised or resurrected (though a wish or miracle spell can restore life).
Immunities (Ex): Devas are immune to acid, cold, and electricity. Monadic devas also have fire immunity.
Protective Aura (Su): As a free action, a deva can surround itself with a nimbus of light that has a radius of 20 feet. This aura acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level is equal to the deva's Hit Dice. The aura can be dispelled, but the deva can create it again as a free action on its next turn.
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Good Subtype
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).