Planetar

Large celestial, lawful good

Challenge:

16 /

XP:

15000

Armor Class:

19 (Natural Armor)

Hit Points:

200 (16d10 + 112)

Speed:

40

Flying Speed:

120
StrDexConIntWisCha
+24+20+24+19+22+25

Saving Throws:

Con: 12, Wis: 11, Cha: 12

Skills:

Perception: +11

Senses:

Truesight 120 ft., Passive Perception 21

Languages:

All, Telepathy 120 ft.

Condition Immunities:

Charmed, Exhaustion, Frightened

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 5 ft., 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.

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