Planetar
Angel
Large celestial, lawful good
Armour Class: 19 (natural armour)
Hit Points: 200 (16d10 + 112)
Speed: 40 ft., fly 120 ft.
STR | DEX | CON |
24 (+7) | 20 (+5) | 24 (+7) |
INT | WIS | CHA |
19 (+4) | 22 (+6) | 25 (+7) |
Saving Throws: Con +12, Wis +11, Cha +12
Skills: Perception +11
Damage Resistances: 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 Rating: 16 (15,000 XP)
Abilities
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.