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Planetar

Large celestial, lawful good

Armor Class
19
natural armor
Hit Points
200
16d10 + 112
Speed
40 ft., fly 120 ft.
  • STR +7
  • DEX +5
  • CON +7
  • INT +4
  • WIS +6
  • CHA +7
Saving Throws
Con +12, Wis +11, Cha +12
Skills
Perception +11
Damage Resistances
radiant; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses
truesight 120 ft., passive Perception 21
Languages
all, telepathy 120 ft.
Challenge 16 15,000 XP · Proficiency +5

Traits

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.

Magic Resistance

The planetar has advantage on saving throws against spells and other magical effects.

Spellcasting

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

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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