Talewrite

Planetar

Large celestial, lawful good · 2014 rules, SRD 5.1

Armor Class
19 (natural)
Hit Points
200 (16d10+112)
Speed
40 ft., fly 120 ft.
STRDEXCONINTWISCHA
24 (+7)20 (+5)24 (+7)19 (+4)22 (+6)25 (+7)
Saving Throws
CON +12, WIS +11, CHA +12
Skills
Perception +11
Senses
truesight 120 ft., passive perception 21
Languages
all, telepathy 120 ft.
Challenge
16 (15,000 XP)

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.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).