# Stellar Deva, Emprix (star form)
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d4 (×2)
> >maceMelee/Ranged: +10/+10
> >Secondary: +5/+5
> >Multiattack: +8/+8
> >M/R_PA: +10/+10
> >2nd/PA: +5/+5
> >MA_PA: +8/+8
> >Itterative: 2
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +4; StrPA2H: +6; StrPAOH: +2
> > xDCs:: Str: 17; Dex: 17; Con: 16; Int: 17; Wis: 16; Cha: 18
> > xFeat:: 2/3 (1)
> > xClasSkil:: Escape Artist, Fly, Intimidate, Knowledge (arcana), Knowledge (local), Linguistics, Perception, Sense Motive, Spellcraft, Stealth
> > SaveDiff:: +/- 3
> > xLang:: 0/10 (10)
# Stellar Deva, Emprix (humanoid form)
<div class="grid-container"><div class="MON">Emprix (humanoid form) (Starkin)</div>
<div class="CR">CR 10 (9,600 XP)</div>
<div class="SOU">Web</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LG Medium Outsider (deva, good, lawful)
**Init** +8
**Senses** true seeing; **Perception** +12
#### defense
**AC** 21, 14 touch, 17 flat-footed (+4 Dex, +7 natural)
**hp** 48 (6d10+18)
**Fort** +5, **Refl** +9, **Will** +8
**Feint** 22, **Demoralize** 19
**DR** 10/magic; **SR** 21
#### offense
**Speed** 40 ft., fly 100 ft. (perfect)
**Melee** 2 slams +10 (1d4+4) or sun mace +10 (1d8+8)
**Ranged** light ray +10 touch (5d8) or positive energy rod +11 (2d10 plus stun)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** emotion, light ray, positive energy focus, sigil of stars, star form, sun blade
**Spell-Like Abilities** (CL 12th; Concentration +17)
> **At will**— aid, continual flame, flare, cure light wounds, detect magic, dispel magic, holy aura, daylight, remove disease and remove fear
#### statistics
**Str** 18, **Dex** 18, **Con** 16, **Int** 18, **Wis** 16, **Cha** 20
**BAB** +6, **CMB** +10, **CMD** 24, **TA** +10, **RTA** +10
**Feats** [[Flyby Attack]], [[Improved Initiative]]
**Skills** Escape Artist +10, Fly +21, Intimidate +11, Knowledge (arcana) +10, Knowledge (local) +10, Linguistics +10, Perception +12, Sense Motive +12, Spellcraft +10, Stealth +13
**Languages**
#### special abilities
### Emotion (Su)
While in star form, an emprix can shine in such a way as to stir the emotions of others. This can mimic the effect of crushing dispair, fear, good hope, rage or calm emotions, except that it affects all creatures within 20 feet of the emprix, and persists for as long as the emprix concentrates. Affected creatures can attempt a DC 16 Will save to resist this effect.
### Light Ray (Ex)
While in star form, an emprix's can shoot a beam of light as a standard action. The ray deals 5d8 points of damage, a range of 60 feet and no range incrament.
### Positive Energy Focus (Ex)
As a standard action, while in human form, an Exmprix can chanel positive energy through its hands as a touch attack, dealing 2d10 points of positive energy damage. Non-good creatures must succeed at a DC 16 Will save or be stunned for 1d6 rounds. Alternatively, an Exmprix can focus that energy throught its crystal rod, dealing the same damage via a ranged touch attack, with a range of 60 feet and no range incrament. An Emprix can forgo damage and merely attempt to stun a non-good livings creature with this effect.
### Sigil of Stars (Sp)
In human form, an Emprix can use its positive energy rod to bestow the Sigil of Stars to a non-evil creature. The effect is harmless, but allows a DC 18 Will save to resist. The Sigil of Stars appears as a crescent moon surrounded by eight stars. It glows softly, shedding light as a candle in areas of dim illumination or darker, although a true seeing spell will reveal its presence in other circumstances. This is a 0-level light effect. The Sigils' bearer gain the following spell-like abilities at will (caster level 8th): flare (DC 15), light, disrupt undead, protection from evil (Will save at DC 16). The bearer may also cast glitterdust, daylight or halt undead but each casting of these spells causes one of the Sigil's eight stars to vanish. Once all eight stars have been used, the Sigil dissipates and the bearer no longer has access to any of its benefits. The Sigil of Stars remains until expended, or until the Emprix bestows the Sigil of Stars on another creature.
### Star Form (Su)
An Emprix can shift between its human and star forms as a standard action. In human form, it cannot fly or use its light rays, but it can make use of it positive energy rod and spell- like abilities, and make physical attacks. In star form, it can fly and use it light rays and spell-Like Abilities, but not its rod or other melee attacks. An Emprix stays in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the celestial revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
### Sun Blade (Su)
Any masterwork or magical weapon in the hands of an emprix has the powers of a sunblade. Its damage type, material, threat range and size are unchanged. Any magical properties the weapon has normally are suppressed in favor of the Sun Blade's power.
---
Sorting-Name: Stellar Deva, Emprix (star form) (Starkin)
Formal-Name: Emprix (star form) (Starkin)
Size: Medium
Creature-Type: Outsider
TypeID: 12
Subtype: deva, good, lawful
CR: 10
Source: "Web"
---
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slam: 1d4 (×2)
> >maceMelee/Ranged: +1/+11
> >Secondary: -4/+6
> >Multiattack: -1/+9
> >M/R_PA: +1/+11
> >2nd/PA: -4/+6
> >MA_PA: -1/+9
> >Itterative: 2
> > xDmg:: Str: -5; Str2: -7; StrOH: -2; StrPA: -5; StrPA2H: -7; StrPAOH: -2
> > xDCs:: Str: 8; Dex: 18; Con: 16; Int: 17; Wis: 16; Cha: 18
> > xFeat:: 2/3 (1)
> > xClasSkil:: Escape Artist, Fly, Intimidate, Knowledge (arcana), Knowledge (local), Linguistics, Perception, Sense Motive, Spellcraft, Stealth
> > SaveDiff:: +/- 3
> > xLang:: 0/10 (10)
<div class="grid-container"><div class="MON">Emprix (star form) (Starkin)</div>
<div class="CR">CR 10 (9,600 XP)</div>
<div class="SOU">Web</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LG Medium Outsider (deva, good, lawful)
**Init** +9
**Senses** true seeing; **Perception** +12
#### defense
**AC** 22, 15 touch, 17 flat-footed (+5 Dex, +7 natural)
**hp** 48 (6d10+18)
**Fort** +5, **Refl** +10, **Will** +8
**Feint** 22, **Demoralize** 19
**DR** 10/magic; **SR** 21
#### offense
**Speed** 40 ft., fly 100 ft. (perfect)
**Melee** slam +6 (1d4+4) or sun mace +10 (1d8+8)
**Ranged** light ray +11 touch (5d8) or positive energy rod +11 (2d10 plus stun)
**Space** 5 ft., **Reach** 5 ft.
**Spell-Like Abilities** (CL 12th; Concentration +17)
> **At will**— aid, continual flame, flare, cure light wounds, detect magic, dispel magic, holy aura, daylight, remove disease and remove fear
#### statistics
**Str** 1, **Dex** 20, **Con** 16, **Int** 18, **Wis** 16, **Cha** 20
**BAB** +6, **CMB** +1, **CMD** 16, **TA** +1, **RTA** +11
**Feats** [[Flyby Attack]], [[Improved Initiative]]
**Skills** Escape Artist +11, Fly +22, Intimidate +11, Knowledge (arcana) +10, Knowledge (local) +10, Linguistics +10, Perception +12, Sense Motive +12, Spellcraft +10, Stealth +14
**Languages**