Planetar

Large celestial, lawful good

  • Armor Class 19 (Natural Armor)
  • Hit Points 200 (16d10+112)
  • Speed 40 ft., fly 120 ft.

STR
24 (+7) 

DEX
20 (+5) 

CON
24 (+7) 

INT
19 (+4) 

WIS
22 (+6) 

CHA
25 (+7)

  • Saving Throws Con +12, Wis +11, Cha +12
  • Skills Perception +11
  • Damage Resistance Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Truesight 120 Ft., passive Perception 21
  • Languages All, Telepathy 120 Ft.
  • Challenge 16 (15,000 XP)
  • 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: (4d6 + 7) slashing damage plus (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.