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Planetar

Planetar

Large celestial, lawful good

Armor Class 19 (natural armor)

Hit Points 200 (16d10+112)

Speed 40ft., fly 120ft.

STRDEXCONINTWISCHA
24 (+7)20 (+5)24 (+7)19 (+4)22 (+6)25 (+7)

Saving Throws Con +12, Wis +11, Cha +12

Skills Perception +11

Damage Resistances

Condition Immunities charmed, exhaustion, frightened

Senses truesight 120ft., passive Perception 21

Languages all, telepathy 120ft.

Challenge 16 (15,000 XP)

Traits

Angelic Weapons

The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness

The planetar knows if it hears a lie.

Innate Spellcasting

The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Components

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

Magic Resistance

The planetar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The planetar makes two melee attacks.

Greatsword

Melee Weapon Attack: +12 to hit, reach 5ft., one target.
Hit: 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day)

The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

  • name Planetar
  • type celestial
  • kind angel
  • ac 19
  • hp 200 (16d10+112)
  • size large
  • alignment lawful good
  • abilities
      • name STR
      • value 24
      • name DEX
      • value 20
      • name CON
      • value 24
      • name INT
      • value 19
      • name WIS
      • value 22
      • name CHA
      • value 25
  • speed 40ft, fly 120ft
  • cr 16
  • skills
      • name Perception
      • value 11