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)

Damage Resistances

radiant, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Saving Throws

Con +12, Wis +11, Cha +12

Skills

Perception +11

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: 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.

large
celestial
cr16
monster-manual