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Angel, Planetar

woman, angel, wings, 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

By Fra Angelico - Web Gallery of Art:   Image  Info about artwork, Public Domain, https://commons.wikimedia.org/w/index.php?curid=15367291
By Fra Angelico – Web Gallery of Art:   Image  Info about artwork, Public Domain, https://commons.wikimedia.org/w/index.php?curid=15367291

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.

STRDEXCONINTWISCHA
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 willdetect evil and goodinvisibility (self only)
    • 3/day eachblade barrierdispel evil and goodflame strike, raise dead
    • 1/day eachcommunecontrol weatherinsect plague
  • Magic Resistance: The planetar has advantage on saving throws against spells and other magical effects.

Actions

  • Multiattack: The planetar makes two melee attacks.
  • GreatswordMelee 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 CR 16

By Ashley Padgget - Propio Trabajo, CC0, https://commons.wikimedia.org/w/index.php?curid=15302919
By Ashley Padgget – Propio Trabajo, CC0, https://commons.wikimedia.org/w/index.php?curid=15302919

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.

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