Planetar | Monsters
Type | Celestial |
---|---|
Hit Points | 200 (16d10 + 112) |
Armor Class | 19 |
Challenge | 16, 15000 XP |
Speed | 40 Ft., Fly 120 Ft. |
Size | Large |
Alignment | Lawful Good |
Languages | All, Telepathy 120 Ft. |
Senses | Truesight 120 Ft., Passive Perception 21 |
Skills | Perception +11 |
Condition Immunities | Charmed, Exhaustion, Frightened |
Damage Immunities | Radiant; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons |
Saving Throws | Con +12, Wis +11, Cha +12 |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
24 | 20 | 24 | 19 | 22 | 25 |
Description
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 dead1/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.