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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 18 | - | - |
| Sense | 18 | - | - |
| Heart | 8 | - | - |
| Cunning | 18 | - | - |
| Fate | 20 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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
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.
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
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.