Deva

medium celestial, lawful good

Challenge 10 (5900 XP)

STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)

Defense

Armor Class 17 (natural)
Hit Points 229 (27d8 + 108)
Speed 30 ft., fly 90 ft.

Proficiencies & Senses

Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9
Languages Standard, Exotic
Darkvision 120 ft.
Passive Perception 19

Traits

Damage Resistances Radiant

Traits

Exalted Restoration

If the monster 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 monster has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The monster makes two attacks.

Holy Mace

Melee Attack: +8 to hit. reach 5 ft. Hit: 1d6 + 4 bludgeoning plus 4d8 radiant damage.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability: 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

Detect Evil and Good

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Shapechange

You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Commune

You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Raise Dead

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

Divine Aid

The monster casts Cure Wounds, Lesser Restoration, or Remove Curse using the same spellcasting ability as Spellcasting.

Lesser Restoration

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Cure Wounds

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Remove Curse

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.