Angel, Planetar: The Divine Wrath of the Heavens
Angel, Planetar: The Divine Wrath of the Heavens
“Planetar: The divine warrior with emerald skin, celestial power, and a blade that smites evil in an instant!”

A Planetar is a towering celestial being, standing nearly 9 feet tall, with emerald-green skin that radiates divine energy. Its piercing, glowing eyes burn with unwavering purpose, capable of seeing through lies, illusions, and darkness itself. A halo of golden light hovers above its head, a constant reminder of its holy origins. Its most striking feature is its massive, feathered wings, spanning over 20 feet, shimmering with an ethereal glow, and exuding an aura of divine authority. Clad in radiant armor that seems forged from light itself, a Planetar wields an impossibly sharp greatsword, crackling with celestial power, capable of cutting down the strongest fiends with a single strike.
Behavior
Planetars are the ultimate divine enforcers, acting as both champions and executioners for the gods of good. They are utterly relentless in their pursuit of justice, utterly incorruptible, and incapable of deceit. Unlike their higher-ranking counterparts, the Solars, who serve as strategists and commanders, Planetars take a more active role in enforcing divine will, descending into battle when a cause is righteous and urgent. Despite their fearsome power, they are also benevolent protectors, guiding mortals in times of great need and healing the wounded with their holy magic. However, their wrath is swift and terrible—they show no mercy to fiends, betrayers, or those who commit grievous sins against the innocent.
Habitat
Planetars reside in the Upper Planes, particularly in realms like Mount Celestia or Elysium, where they serve the gods of justice, protection, and virtue. Their home is a place of radiant light, floating citadels, and immaculate beauty, untouched by corruption or evil. However, unlike many celestials who remain in their divine domains, Planetars frequently travel to the Material Plane, the Abyss, and even Hell when duty calls, engaging in battles against powerful evildoers and demonic forces.
Modus Operandi
A Planetar’s method of operation is swift, decisive, and unwavering. When summoned or sent by a deity, they assess the situation instantly with their supernatural wisdom and true sight. They prefer direct confrontation, wielding their massive greatsword in battle, cutting down evil with unmatched precision. However, they are also skilled in divine magic, using spells like Invisibility for stealth missions, Dispel Evil and Good to banish fiends, and Blade Barrier to trap foes in divine energy. They can also heal allies, making them both protectors and destroyers depending on the need. Planetars rarely act alone—if the situation calls for it, they will command Devas and other celestial beings, leading divine forces into battle against great evils.
Motivation
A Planetar exists for one reason only: to uphold the will of the gods of good. They seek to eradicate evil, protect the innocent, and restore balance where darkness has spread. Unlike mortals, they have no personal desires, ambitions, or emotions that cloud their judgment. They are unflinching in their duty, willing to sacrifice themselves without hesitation if it means fulfilling their divine mission. However, their rigid sense of justice can sometimes make them inflexible—while they are not cruel, they do not tolerate deception or half-measures when it comes to punishing wickedness. To be judged by a Planetar is to stand before the wrath of the heavens themselves—and only the truly righteous will be spared.
Planetar 5.5e / 2024
Planetar 5e / 2014
Planetar, Pathfinder
Planetar

Large Celestial (Angel), Lawful Good
Armor Class 19
Initiative +10 (20)
Hit Points 262 (21d10 + 147)
Speed 40 ft., fly 120 ft. (hover)
| Ability | Score | Modifier | Save |
|---|---|---|---|
| STR | 24 | +7 | +12 |
| DEX | 20 | +5 | +5 |
| CON | 24 | +7 | +12 |
| INT | 19 | +4 | +4 |
| WIS | 22 | +6 | +11 |
| CHA | 25 | +7 | +12 |
Skills Perception +11
Resistances Radiant
Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft.; Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP) Proficiency Bonus +5
Traits
Divine Awareness. The planetar knows when it hears a lie.
Exalted Restoration. If the planetar dies anywhere other than Mount Celestia, its body vanishes and it immediately revives at full Hit Points in a new body somewhere on Mount Celestia.
Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice.
Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage.
Holy Burst. Each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet makes a DC 20 Dexterity saving throw, taking 24 (7d6) Radiant damage on a failure or half as much on a success.
Spellcasting. Charisma is the planetar’s spellcasting ability (spell save DC 20). It requires no Material components.
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead
Bonus Actions
Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as its Spellcasting action.
Planetar

Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
Family: Angels
Large celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) |
Saving Throws Con +12, Wis +11, Cha +12
Skills Perception +11
Damage Resistances radiant; bludgeoning, piercing, and 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)
Special 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 (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.
Section 15: Copyright Notice
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Planetar

Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.
Planetar CR 16
XP 76,800
NG Large outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +27
Aura protective aura
DEFENSE
AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 deflection vs. evil)
hp 229 (17d10+136); regeneration 10 (evil weapons and effects)
Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee +3 holy greatsword +27/+22/+17 (3d6+15/19–20) or slam +24 (2d8+12)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th)
Constant—detect evil, detect snares and pits, discern lies (DC 20), true seeing
At will—continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear (DC 18), speak with dead (DC 20)
3/day—blade barrier (DC 21), flame strike (DC 22), power word stun, raise dead, waves of fatigue
1/day—earthquake (DC 25), greater restoration, mass charm monster (DC 25), waves of exhaustion
Cleric Spells Prepared (CL 16th)
- 8th—earthquake (DC 25), fire storm (DC 25)
- 7th—holy word (DC 24), regenerate (2)
- 6th—banishment(DC 23), greater dispel magic, heal, mass cure moderate wounds (DC 23)
- 5th—break enchantment, dispel evil (2, DC 22), plane shift (DC 22), righteous might
- 4th—death ward, dismissal (DC 21), neutralize poison (DC 21), summon monster IV
- 3rd—cure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall
- 2nd—align weapon (2), bear’s endurance (2), cure moderate wounds (2), eagle’s splendor
- 1st—bless (2), cure light wounds (4), shield of faith
- 0 (at will)— detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; CMB +26; CMD 40
Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate+27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
SPECIAL ABILITIES
Spellcasting
Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.
ECOLOGY
Environment any good-aligned plane
Organization solitary or pair
Treasure double (+3 holy greatsword)
Section 15: Copyright Notice
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
