Planetar
Armor Class 19
Hit Points 200 (16d10+112)
Speed fly 120 ft., 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 attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight120 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/Ranged Weapon Attack: +12 to hit.
- 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.