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| ChaoticGod02-06-04, 03:19 AM | This is the fourth in a series of monster tactics threads. If you have missed the previous threads then just do a search for 'Monster Tactics' but be sure to click Search Titles Only. Angel: Astral Deva CR 14 Angels are in direct opposition to the fiends of the lower planes. An Astral Deva who has traveled to the Prime always does so for an important purpose. They may be seeking good-aligned mortals for a quest or trying to aid such mortals already undertaking a quest. Just as fiends try not to attract angelic attention, angels also attempt to keep a low profile so that their mission can succeed. To keep this low profile an Astal Deva may use its Polymorph ability to travel in a form that will not attract attention such as a small yet mobile animal. It can enhance this stealth with the use of Invisibility. Astral Devas often use their Polymorph ability to appear as lost children, the diseased, the elderly or others in need. PCs that 'help' the Deva may be rewarded and asked to follow a quest. Those that treat the Deva badly may be punished. This scenario can be used at any level as a RP encounter and can show players the benefits of actually being a 'goody-goody'. For DMs seeking to include an Astral Deva as a long term NPC I suggest having the angel take on the guise of a elven sorceror. Seeming elven would help explain the outsider’s rather inhuman and long-reaching outlook while a sorceror would be able to cast Invisibility, Dispel magic & Polymorph multiple times without the players thinking something was amiss. Remember that as an angel the astral deva must be honorable and cannot lie, cheat, or steal. So while the astral deva cannot make claims to be an elven sorceror it can allow the PCs to make any assumptions they like. If asked direct questions it can simply use the tactic that most extraplanar beings from beyond use. Answer the question with a question. “Are you an elf?” it says “Are you a human?”, “How can you cast so many spells?” it says “How are you able to swing your sword?” It may sound like the astral deva is being a wiseacre so do your best to play it straight. If you have a Deva traveling incognito with the PCs remember its high Knowledge, Sensory and Social skills as well as its Tongues ability. It can act as an interpreter if needed. As with all powerful NPCs make sure that the Astral Deva merely assists the PCs while not taking the spotlight. The BBEG should still be the PCs target not the Deva’s. I suggest having the BBEG summon a fiend of equal power to the deva just as the PCs arrive. This should scare the players until you then have your ‘elven sorceror’ arrive to say “You handle the Crimson Crown, I will deal with this filth!” And now for what we are really here for. The Astral Deva is a powerful melee combatant but it rarely has to stoop to such measures. Its array of Spell-like Abilities is truly impressive. Round 1: The moment of truth has come. The PCs stand before the BBEG, his minions and the Nalfeshnee or Horned Devil the BBEG is allied with. The odds look grim. We have a ‘killer DM’ the players whine. With its +8 to initiative hopefully not too much should happen before the already invisible Astral Deva flies into the midst of the PCs and casts Holy Aura. It appears in a burst of white radiance, which moves to surround the PCs as well. Being in the midst of the PCs also grants them the benefit of its Protective Aura. But thanks to this Spell-like ability, even if the PCs move away from the Deva they will still enjoy powerful protections for 12 rounds including the same +4 deflection bonus to AC, +4 Resistance to Saves, SR 25 vs evil spells and spells cast by evil creatures, possession and mental influences are blocked as per Protection from Evil, and whenever an evil creature hits with a melee attack it must make a Fort DC 23 or be Blinded. Those PCs who remain within 20ft of the Deva also enjoy being in an effect that functions as a Magic Circle against Evil and a Lesser Globe of Invulnerability. As a creature of Good, the Astral Deva thinks of defense first. This helps our PCs stay alive and lets them do the buttkicking. Round 2: The Astral Deva is not the star here. It will seek to help any seriously afflicted PCs. It is capable of Dispel Magic, Remove Curse, Remove Disease & Remove Fear at Will, It has 7 Cure Light Wounds and can use Heal once per day. If it can help a seriously afflicted PC with one of these powers it does so. Only if all the PCs are doing all right will it think of offense. If some of its allies are of neutral alignment it will refrain from using Holy Word which is probably of limited use anyway with the Deva’s relatively low caster level of 12. Its other options are Blade Barrier, Holy Smite, Plane Shift and of course that little +3 Heavy Mace of Disruption hanging on its belt. If there is a powerful fiend in the enemy ranks and the PCs are relatively healthy the Deva will pull the Mace and go in swinging at its planar nemesis. It will ignore lesser threats relying on its Uncanny Dodge ability to cancel flanking bonuses. It won’t care about AOOs either. The fiend must be destroyed. If the enemy ranks instead include one single physically powerful monster the Deva will use Plane Shift to simply have it ‘go away’. But if the enemy consists of a horde of weaker minions the Deva will opt for Holy Smite. Round 3: Unless in direct combat with a fiend the Deva will again act as a support character. If a PC's plight is dire enough it will even break off combat to assist the PC. But remember that the Deva also has one more very useful Spell-like ability. See Invisible. If any notable members of the enemy ranks simply vanish and there aren’t any more pressing problems the Deva will use See Invisible to keep track of the invisible enemy. Also remember that the Astral Deva is a creature of Good. While it isn't suicidal, it will happily sacrifice itself if doing so will help the cause of the greater good. On the flipside some campaigns may have the possibility of the PCs coming into conflict with an Astral Deva. Here we will assume 14th level PCs of non-good alignment. Round 1: While already Removed Fear’d, Seeing Invisible, Aided, Holy Aura’d (remember to add the bonuses), Invisible and airborne 150+ft above the PCs the Astral Deva will create a 30ft radius horizontal Blade Barrier in the midst of the PCs for 12d6 Force damage. At this height only ranged spells or ranged attacks can reach it. Its SR 30 gives it a 75% chance to ignore spells that allow SR and DR 10/Evil will blunt the damage from most ranged attacks. Remember the benefits of its Protective Aura which allows it to ignore 3rd level or lower spells that allow SR and the melee attacks of summoned monsters that it doesn't push the Aura against. Round 2: The Deva will concentrate on any PCs that were immediately able to join it in the air via Teleportation magic. A flying PC will take a few rounds to gain that much altitude. If somehow already faced by a teleporting, flying warrior the Deva will employ Plane Shift in an attempt to send the warrior to the same place it sends most of its enemies: The Abyss. This 'at Will' ability is far worse against a HP tank than the Deva’s melee attacks. If a non-warrior teleports to meet the Deva, it will draw its Mace and attack. Otherwise it will target any rising PCs with a Holy Smite, as it’s unlikely that any PCs the Astral Deva would attack are good-aligned. If no PCs are flying upward it tries to catch as many PCs as possible in the Holy Smite. At any time the Deva is low on HP it will use its Heal. Round 3: If the obvious warrior types are out of the way the Deva will fly downward and then release another Holy Smite while planning to later close to melee on the spellcasters. Otherwise it will maintain distance and still use Holy Smite. Unless the PCs are somehow able to significantly hurt it at this distance it will simply wear them down with Holy Smite. It will not close with a powerful melee warrior unless it feels it must take the battle to the PCs. In that case the warrior will be the target of Plane Shift and then the Deva will melee with the spellcasters. Since the Deva has Uncanny Dodge and a Sense Motive of +19 it is not that concerned about 14th level rogues. The ability of the Astral Devas to both See Invisible and be Invisible allows them to coordinate actions even while unseen by their enemies. Two Astral Devas could coordiate the above tactics for a EL 16 encounter. Two 12d6 Blade Barriers simultaneously appearing on unaware PCs could possibly drop more fragile PCs. One last thing. Astral Devas and Angels in general have very high INT scores. Don't hesitate to slow a combat down and carefully think about the angel's next move. They won't act brashly or foolishly so be careful. |
| cwslyclgh02-06-04, 04:39 AM | although i like what you did here, I think the actual battle tactics that the Deva might use against the party if a confrontaion where forced would be more useful. |
| ChaoticGod02-06-04, 05:46 AM | Anti-PC Tactics added. So be good for goodness sake . . .:angel: |
| Kratilim Valqui02-06-04, 07:08 AM | Some nice tactics you have here... I know where I'll look next time I use any of theese monsters in my campaign ;) Keep up the good work |
| WizO_Pony02-06-04, 08:07 AM | Originally posted by ChaoticGod This is the fourth in a series of monster tactics threads. If you have missed the previous threads then just do a search for Monster Tactics. Some of the threads may be in the DMG forum since that is where I started out. Not anymore, they've all been ported over here. :) Sorry about the confusion there. |
| Luminous Crayon02-06-04, 09:40 AM | This is good work. I've always had trouble using this sort of creature (sentient, extraplanar, powerful, and decidedly good-aligned), but this has given me a lot of ideas. To my eye, this may be the most useful so far (with the possibly exception of the Aboleth, because that was just awesome.) Keep up the good work! |
| sandskimmer02-06-04, 02:13 PM | After you complete the series, you should post the entire compendium in Regar's Repository. Also, you could put it in word or pdf format and make it available for download to those you want it. |
| cwslyclgh02-06-04, 03:55 PM | Also, you could put it in word or pdf format and make it available for download to those you want it. the big book of monster tactics... that would make a great download. |
| Ogre4Hire02-06-04, 08:56 PM | I just want to nitpick that an Astral Deva (and most other celestials) will lie, cheat, or steal if it feels that the situation warrents it. All Celestials are highly intelligent, and many prefer to win through guile rather than force of arms, unless of course they are fighting their eternal adversaries, the fiends. |
| ChaoticGod02-06-04, 11:21 PM | Originally posted by Ogre4Hire I just want to nitpick that an Astral Deva (and most other celestials) will lie, cheat, or steal if it feels that the situation warrents it. All Celestials are highly intelligent, and many prefer to win through guile rather than force of arms, unless of course they are fighting their eternal adversaries, the fiends. IYC you may of course do as you see fit. However for these threads I am working from the 3.5 Monster Manual. p. 10 Regardless of their alignment, angels never lie, cheat, or steal. They are impeccably honorable in all their dealings and often prove the most trustworthy and diplomatic of all the celestials. |
| Reality Jaunt02-07-04, 12:49 AM | These tactics are going to be so amazingly helpful, I can't wait for you to work your way through the whole book. In the near future though I'm particularly excited to hear what you have to say about animated objects because they have always been a favorite of mine. Imagine players' surprise when the room with filled with dangling chains turns out to have several that immediately go for their throats. Rugs can also be quite deadly. Plus animated objects essentially always get surprise, which makes them a lot more versatile than most people seem to think. Anyways, keep at these entries, they are by far the coolest threads I have seen yet. |
| ChaoticGod04-07-04, 06:18 AM | its been awhile . . . |
| ChaoticGod06-15-04, 12:20 AM | :teach: |
| bitnine06-19-04, 04:08 AM | I'm noticing something of a trend in some tactics: buff self, use invisibilty and flight to outmanuever enemies, then pepper with spell-likes, resorting to melee only on spellcasters and others weak in that field. While certainly effective tactics, they don't necessarily represent the tendancies and attitudes of certain critters. Astral Devas, for example, are supposed to be fiesty little devas that are 'not afraid to enter melee combat... [An Astral Deva] takes fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption.' I definately wouldn't mind seeing a group of tactics that mix effectiveness with more of a nod towards that sort of personality and tendancies. Round 0: An Astral Deva expecting trouble will use the appropriate buffs (aid, holy aura, invisibility) and keep above the ground, flying either just below the ceiling or around 100 feet above ground. Round 1: Preferably above reach, the Astral Deva will attempt to wound, but more importantly, seperate multiple enemy combatants using its blade barrier ability. Most often it will place the barrier such that it intersects one opponent who looks susceptable to its damage, and also such that a single opponent is divided from the rest. Round 2: If multiple enemies are grouped together, or some circumvent the blade barrier, the Astral Deva will consider targeting them with a Holy Smite. Otherwise, the Astral Deva will cast Plane Shift, holding the charge. Round 3: Casting a Plane Shift if she hadn't last turn, the Astral Deva will attempt to close in with the seperated opponent for melee. Round 4: The Astral Deva will engage in melee using its +3 heavy mace, while keeping the charge from Plane Shift held. This provides her with two options in particular - if joined by a powerful melee combatant, she can use a touch attack as part of a full attack and attempt to send them away (possibly aborting to fly upward if it fails), or she may touch herself if in need of a desperate escape. (Knowing that she can easily escape wherever she sends herself.) Round 5+: The Astral Deva will repeat as necessary, often attempting to eliminate first the opponents capable of piercing her invisibility or those with flight. She will combine the mobility of flight and healing when necessary, using holy smite when called for, particularly when wounded. Eh, or just something that references the Astral Deva's supposed fondness of fierce melee combat a little bit more. |
| Remnant09-11-04, 04:08 PM | Behold my roll of 20 on my post dredging skill roll! ChaoticGod, are you planning on doing any more of these? They were always a good read. |