KING
Astral Deva

Astral Deva

Celestial · no Crown (Sacred)

T4d10Minor

Starlit messengers, astral devas traverse planes, their songs banishing darkness.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 13  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1313 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind18--
Sense18--
Heart8--
Cunning18--
Fate20--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Spellcasting (starlit litanies)

The deva sings litanies of starlight that sear the corrupt and mend the faithful. It sees in darkness to 120 ft, steps between planes at will, and has advantage on saves against spells.

Maneuvers

Maneuver

Starfire Song

The deva sings a bar of starlight. Each enemy within 30 ft makes a Heart save (DC 17): on a failure it takes 4 damage, on a success 1 Vigor damage. Allies in the area regain 1 Vigor. Once per combat.

Maneuver

The Laying on of Hands

Lays a starlit hand on a creature: it removes 1 wound and is cured of curses, diseases, and poisons. Once per combat.

Reactions

Reaction

Astral Dodge

When hit by an attack, the deva phases briefly into the Astral Plane and the hit deals 1 Vigor damage instead. Once per round.

Tactics

GM tactics

Delivers messages before resorting to violence. Opens with Starfire Song to damage enemies and heal allies. Turns its starlit litanies on the most dangerous foe. Phases away from heavy damage with Astral Dodge.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 8 kills it outright, and a single blow of 8 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.