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Monadic Deva

Creature 12 — angel, celestial, holy

Pre-Remaster content. May include legacy alignment.

Monadic devas stand vigil along the River of Souls as it passes from the mortal realm into the Ethereal Plane. Those who seek to fish souls out for their own use stalk this metaphysical river, and it is against these predators that monadic devas fight. At other times, monadic devas work to guide newcomers to the River of Souls who might be in danger of drifting from the current and lingering as ghosts. Monadic devas often find their tasks place them in alliances with psychopomps, and they work w

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +25
Skills arcana +25, diplomacy +24, intimidation +22, occultism +20, religion +25, survival +22
Str
+7
Dex
+4
Con
+5
Int
+4
Wis
+4
Cha
+5
AC 33 Fort +24 Ref +21 Will +20
HP 245
Immunities death-effects
Weaknesses unholy 10
Speed 30 feet, fly 60 feet

Offense

Melee Holy Mace +28, Damage 2d6+15 bludgeoning plus 1d6 force

Abilities

Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic
Spiritual Warden (aura, divine) — 20 feet. Allies in the aura gain a +2 status bonus to saving throws against death effects and effects that target or manipulate their souls.
Holy Armaments (divine) — Any weapon gains the effect of a Holy property rune while a monadic deva wields it.
Rebuke Soul (auditory, divine, good, holy, incapacitation) — The monadic deva speaks a word to cause a creature's soul to recoil at its sins or an undead creature to recoil at its lack of a soul. One non-good living or undead target within 40 feet takes 5d10 spirit damage and must attempt a DC 32 Fortitude save. Regardless of the outcome, the target is then temporarily immune for 10 minutes. **Critical Success** The target is unaffected. **Success** The target takes half damage and is Stunned 1. **Failure** The target takes full damage and is Stunned 2. **Critical Failure** The target takes double damage and is Stunned 4.
Solid Blow (divine, force) — When a monadic deva hits a target for the second time during its turn with its mace, it deals an additional 2d12 force damage as its weapon shimmers with ripples of power.

Spells

Paralyze (rank 6)
Remove Curse (rank 6)
Remove Disease (rank 6)
Creation (rank 5)
Remove Fear (rank 5)
Tongues (Constant) (rank 5)
Charm (rank 4)
Divine Wrath (rank 4)
Invisibility (At will) (Self only) (rank 2)
Angelic Messenger (rank 1)
Detect Alignment (At will) (Evil only) (rank 1)
Heal (rank 1)

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