Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Divine Armament
(divine, evocation) Any weapon gains the effect of a holy property rune while an astral deva wields it.
Ability
Divine Innate Spells
DC 36, attack +28; 7th blade barrier, divine decree, divine wrath, heal, remove curse, remove disease, remove fear; 4th discern lies (at will); 2nd invisibility (at will, self only); 1st detect alignment (at will, evil only); Cantrips (7th) light; Constant (5th) tongues
Ability
Divine Rituals
DC 36; 1st angelic messenger
Ability
Messenger's Amnesty
(abjuration, divine) An astral deva with a message to deliver is continually protected by the effect of sanctuary (DC 32). If the deva breaks the sanctuary, the effect returns if the deva ceases hostility for 10 minutes.
Ability
Stunning Strike
Circumstance: The astral deva hit a foe earlier this turn with a weapon Strike.
The astral deva makes a weapon Strike against the foe. On a success, the foe must succeed at a DC 34 Fortitude save or become stunned 1. On a critical failure, the foe is stunned 2 instead.
Ability
Traveler's Aura
(abjuration, aura, divine) 20 feet. Creatures in the astral deva's aura are protected from ambient environmental damage from any plane, including severe and extreme heat and cold as well as more exotic dangers. The astral deva is never flat-footed to creatures within its aura.
Offense
Melee
Circumstance: combat round (melee)
holy warhammer +30 [+25/+20] (good, magical, shove), Damage 2d8+22 bludgeoning plus 1d6 good
Trait
Angel
This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage.
Trait
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Item
+2 striking warhammer
Language
Draconic
Infernal
tongues
Perception
darkvision
Weakness
evil 15