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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Planetar/

Planetar

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 Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • 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: 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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