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Planetar

Challenge 16 (15,000 XP), Large celestial , lawful good

HP 200 (16d10) AC 19 SPD 40 ft., fly 120 ft.

Ability Scores
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)
Skills
Perception: +11
Senses
Truesight 120 ft., passive perception 21
Languages
All, telepathy 120 ft.
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened
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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