Free interactive D&D 5e SRD stat block

Deva

Medium Celestial, CR 10, AC 17, 229 HP. Lawful Good.

Medium Celestial (Angel), Lawful Good

AC
17
Initiative
+4 (14)
HP
229 (27d8+108)
Speed
30 ft., Fly 90 ft. (hover)
ScoreModSave
STR 18 +4 +4
DEX 18 +4 +4
CON 18 +4 +4
INT 17 +3 +3
WIS 20 +5 +9
CHA 20 +5 +9
Skills
Insight +9 , Perception +9
Resistances
Radiant
Immunities
Charmed, Exhaustion, Frightened
Senses
Darkvision 120 ft.; Passive Perception 19
Languages
All, telepathy 120 ft.
CR
10 (XP 5,900; PB +4)

Traits

Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.

Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The deva makes two Holy Mace attacks.

Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6+4) Bludgeoning damage plus 18 (4d8) Radiant damage.

Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Commune, Raise Dead

Bonus Actions

Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

How to run Deva

A deva on the party's side is the messenger angel of a deity, and it is borrowed, not given. It arrives with a stated purpose, completes that purpose, and leaves. Anyone trying to keep it longer is asking a god for something the god hasn't offered. Set the scope of the visit in your first sentence of narration: "The deva is here to bless the temple. It will do that and return." If the players push past the scope, the deva listens politely and refuses.

In combat, lead with Divine Aid as a Bonus Action when someone needs it. Cure Wounds, Lesser Restoration, and Remove Curse cover most party emergencies, and you have it twice per day. Then use Holy Mace twice per turn at +8, average 25 damage per hit (7 bludgeoning plus 18 radiant). The radiant rider is the whole point: undead and fiends drop fast, and your party's neutral-aligned barbarian is just as safe standing next to the deva as they are anywhere else. Detect Evil and Good is at-will, so the deva already knows who in the room qualifies for either. Use that knowledge to mark a single target as the priority, and don't apologize for it.

Spellcasting choices matter most outside the swordfight. Commune (1/day) is the deva's main contribution to the campaign: a yes/no question to the deity, three answers, no save. Tell the players the question budget before they ask, since wasting one slot on "is the duke evil" feels bad in retrospect. Raise Dead (1/day) is a one-time miracle the party should know exists but should not expect. Save it for a death the table will remember.

Magic Resistance plus a 19 Passive Perception means surprise rounds and disabling spells mostly bounce off. The deva is hard to disrupt, which is right: it's a finite resource, and finite resources should not get burned by the first counterspell that comes along. Once the work is done, the deva says one brief blessing and lifts off on its 90 ft. of hover. Don't drag the goodbye.

Write the deva's farewell line before the session. A clean exit beats five minutes of awkward improvised goodbye, and the line should be the kind of thing one PC will remember on their deathbed.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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