Winged, impossibly handsome envoys of the good powers, devas carry their masters' word by the sword, each of the three kinds built for a different battlefield of the planes.
Devas dwell on the good-aligned Outer Planes and look like strikingly beautiful men with broad feathered wings sweeping from their shoulders. Astral devas are golden-skinned and fair-haired, with amber eyes (Charisma 20). Monadic devas are dark brown with black hair and vivid green eyes (Charisma 19). Movanic devas have milk-white skin with silver hair and eyes (Charisma 18).
Though they serve goodness, devas often must deliver their message with a blade, and they are fully able to carry the fight to evil. On top of the powers all celestials share, every deva can use: cure light wounds, dispel magic and detect snares & pits seven times a day each; cure disease three times a day; heal once a day; plus detect lie, light, invisibility 10-foot radius, polymorph self, protection from evil, remove fear, remove curse and tongues. Infravision is always on.
Devas ignore nonmagical weapons and are immune to cold, electricity, magic missile, petrification, poison, ordinary fire and gas attack spells. Dragon breath and magical fire do half damage (monadic devas ignore all fire), while acid does full damage.
Lithe and blindingly fast, astral devas wield a mace-like weapon +3 (3d6) that also works as a mace of disruption. A creature hit by it twice in one round must save vs. spells or be knocked senseless for 1-12 rounds. They add detect invisibility and blade barrier (once a day) to their powers, are never surprised, and are immune to vacuum, death spells and level loss from magic or undead; their souls cannot be trapped or imprisoned.
Astral devas handle the good powers' business in the Lower Planes, entering them at will and, on a direct command from their power, stepping straight into any layer without crossing the ones above it. They also comb the Astral Plane for stranded good mortals.
Heavy-built and relying on brawn, monadics have Strength 20 (+8 damage) and carry a great metal rod that is +3 to hit and damage and has every property of a rod of smiting, never running out of charges and usable only by its owner. Metal-armored foes and creatures of solid substance, such as stone beings, take an extra 1d8 per hit. Their light ranges from 3 to 30 feet at will, and their protection from evil is half strength (+1) but fills a 15-foot radius. Once per round they may use either hold monster or mirror image. They are immune to death magic and life-level loss, and can charm elementals as if casting the wizard spell charm person on them.
When a good power needs an agent on an Elemental or Paraelemental Plane it sends a monadic, who can enter any of those planes at will and endure them unharmed.
Slim and agile like astral devas, movanics are never surprised. They carry many weapons but favor a two-handed sword +1, flame tongue that strikes twice per round for two-handed sword damage (1d10 against S or M, 3d6 against L). Each attack it gives up becomes an automatic parry of one blow, even a spell that normally always hits, such as magic missile. Once per day each they may cast any Invocation/Evocation wizard spell, and they also have spell turning, anti-magic shell and protection from normal missiles. A double-strength protection from evil surrounds them, only +2 or better weapons can hurt them, and they regenerate 2 hit points per round.
The most favored of devas, movanics travel to many planes to rescue important mortal servants of good gods in their darkest hours, and may enter the Prime Material at will. They usually polymorph into people or animals, revealing their true form only when its shock is useful.
With the vanguard celestials, devas form the trusted vanguard of the upper planes. The three kinds are equals with no rivalry, each assigned its own sort of mission.
Devas live in complete harmony with their fellow celestials. What remains of their bodies vanishes when they die, so none has ever been studied. They work closely with other celestials, especially planetars, who sometimes lead deva bands on urgent errands for a good power.
More: Monsters starting with D · Planescape monsters · All monsters A-Z
Related: Celestial Overview · Light Celestial · Planetar [Celestial] · Solar [Celestial] · Vanguard Celestial
| Astral | Monadic | Movanic | |
|---|---|---|---|
| Climate/Terrain | Upper Planes | Upper Planes | Upper Planes |
| Frequency | Very rare | Very rare | Very rare |
| Organization | Solitary | Solitary | Solitary |
| Activity Cycle | Any | Any | Any |
| Diet | Omnivore | Omnivore | Omnivore |
| Intelligence | Genius (17-18) | Genius (17-18) | Genius (17-18) |
| Treasure | Nil | Nil | Nil |
| Alignment | Any good | Any good | Any good |
| No. Appearing | 1 or 1-3 | 1 or 1-3 | 1 or 1-3 |
| Armor Class | -5 | -3 | -1 |
| Movement | 24, Fl 48 (B) | 15, Fl 36 (B) | 12, Fl 30 (B) |
| Hit Dice | 12 | 10 | 8 |
| THAC0 | 9 | 11 | 13 |
| No. of Attacks | 2 | 2 | 2 |
| Damage/Attack | 3d6/3d6 | 3d4/3d4+8 | By weapon |
| Special Attacks | Disruption | Smiting | See below |
| Special Defenses | Spell immunity, protection, never surprised, +2 or better weapons to hit | Spell immunity, protection, +1 or better weapons to hit | Parry, protection, never surprised, regeneration, +1 or better weapons to hit |
| Magic Resistance | 70% | 60% | 40% |
| Size | M (7' tall) | M (6' tall) | M (6' tall) |
| Morale | Fearless (19-20) | Fearless (19-20) | Fearless (19-20) |
| XP Value | 15,000 | 13,000 | 14,000 |