Devas are a Dungeons & Dragons race of Immortal origins, native to the planet Axis cosmology of 4th edition. Formally angels, during the traditional past of the Dawn War, became enamored with the mortal world and therefore the creatures that lived upon it. Such a lot in order that they chose to petition the Primal Spirits, the powers that reigned over the planet proper, for the proper to become more like mortal beings and live upon the planet. The Primal Spirits agreed, but at a price; now, devas reincarnate over and over as strange, half-mortal creatures, possessing chains of memories reaching deep into their past, but cursed never to return to their angelic glory of old. Worse still, if they fall from the high standards expected of their race, then their reincarnations may go sour, transforming them into twisted fiends whose sins are manifested through bestial features.
Devas were introduced within the 2nd Player’s Handbook for D&D 4e; they subsequently received an “Ecology of the Deva” article in Dragon Magazine #374, whilst #393 introduced fluff and mechanics for Veilwalkers and Redeemed Devas. If you are looking at the “classically shaped angels” of Planescape who originally bore this name, see Simon.
- Armor Class 17 (Natural Armor)
- Hit Points 136 (16d8+64)
- Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
- Saving Throws Wis +9, Cha +9
- Skills Insight +9, Perception +9
- Damage Resistance Radiant; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks
- Condition Immunities Charmed, Exhaustion, Frightened
- Senses Darkvision 120 Ft., passive Perception 19
- Languages All, Telepathy 120 Ft.
- Challenge 10 (5,900 XP)
Devas are one among the oldest races within the Nentir Vale setting, hearkening back to the youth of the planet itself. Though never numerous enough to erect their own empires, their influence has been a continuing presence throughout history, as they strive to uphold both their ancient desire to guard and nurture the planet they love such a lot and their original calling to battle the agents of annihilation; archons, aberrations, devils then forth.
It goes without saying that devas have accomplished great things – sometimes terrible things, but always great. due to the knowledge that damnation to a probable-eternity as a rakshasa awaits a deva who falls too far, those devas who slide into evil usually embrace it with eagerness to form a demon blink, giving rise to villains as awful because of the more conventional heroes of their lineage.
- Angelic Weapons: Actually, the deva’s weapon attacks are magical. Whenever the deva hits with any weapon and therefore the weapon deals an additional 4d8 radiant damage (included within the attack).
- Innate Spellcasting: Basically, the dev’s monster spellcasting ability is charisma (spell save DC 17). The deva can innately cast the subsequent spells and requiring only the verbal components:
- Multiatack: The deva makes two melee attacks.
- Mace: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
- Healing Touch (3/Day): Actually, the deva touches another creature. Also, the target will magically regain 20 (4d8+2) Hitpoints, and also it’s free of any curse, disease, poison, blindness, or deafness.
- Change Shape: Into the humanoid the deva magically polymorphs or beast that features a challenge rating adequate to or but its own, alternatively back to its true form. Actually, it reverts to its true form whenever if it dies. Also, any equipment which it’s wearing alternatively carrying is absorbed alternatively born by the new form (the deva’s choice).
Basically, during a new form, the deva retains its game statistics and also ready to speak, but actually, its AC, Movement modes, strength, Dexterity and also the special senses were replaced by those of the new form and also it’ll gain any of the statistics and also the capabilities (except Class Features, legendary Actions, and lair actions) which the new form has but that it lacks.