Planetar — fantasy monster illustration. Planetar is a large celestial (Challenge Rating 16).

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Planetar

Large Celestial (Angel)

AC
19
HP
242
Speed
40
CR
16

Armor Class 19 (natural armor)

Hit Points 242

Speed 40 ft., fly 120 ft.


STR
24 (+7)
DEX
20 (+5)
CON
34 (+12)
INT
18 (+4)
WIS
32 (+11)
CHA
32 (+11)

Damage Resistances Angelic Resilience

Damage Immunities Angelic Resilience

Senses truesight 120 ft.

Languages all,telepathy 120 ft.

Challenge 16


Traits

Angelic Resilience. The planetar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions.

Angelic Senses. The planetar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated.

Angelic Weapons. The planetar's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack).

Divine Awareness. The planetar knows if it hears a lie.

Divine Protection. Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the planetar.

Immortal Nature. The planetar doesn't require food, drink, or sleep.

Magic Resistance. The planetar has advantage on saves against spells and other magical effects.

Actions

Multiattack. The planetar makes two Greatsword attacks, or it makes three Radiant Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Radiant Bolt attacks hit one creature, the target must succeed on a DC 19 CON save or be blinded until the end of its next turn.

Greatsword. _Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 21 (4d6+7) slashing damage plus 31 (7d8) radiant damage.

Radiant Bolt. _Ranged Spell Attack:_ +11 to hit, range 60 ft., one target. _Hit:_ 33 (6d8+6) radiant damage.

Radiant Burst (Recharge 6). A pulse of divine power ripples out from the planetar's golden halo. Each hostile creature within 15 feet of the planetar must make a DC 19 DEX save, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. Each friendly creature within 15 feet of the planetar is empowered with divine energy and has advantage on all melee attack rolls it makes before the start of the planetar's next turn.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8+3) HP and is freed from any curse, disease, poison, blindness, or deafness.

Spellcasting. The planetar casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 19).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _daylight_, _raise dead_ (as an action)

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Planetar — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022