All monsters

Planetar

Large, celestial, lawful good

CR 16AC 19HP 200 (16d10)

Speed fly 120 ft, walk 40 ft

str
24
(+7)
dex
20
(+5)
con
24
(+7)
int
19
(+4)
wis
22
(+6)
cha
25
(+7)

Saving Throws CHA +12, CON +12, WIS +11

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.

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.

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. 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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.