Planetar

Large / celestial / Lawful Good / CR 16

Armor Class19
Hit Points200 (16d10 + 112)
Speed40 ft, fly 120 ft
Challenge16
Proficiency+5
STR24+7
DEX20+5
CON24+7
INT19+4
WIS22+6
CHA25+7
Saving Throws

Constitution +12, Wisdom +11, Charisma +12

Skills

Perception +11

Senses

Truesight 120 ft

Languages

ALL

Damage resistances

Bludgeoning, Piercing, Radiant, Slashing

Condition immunities

Charmed, Exhaustion, Frightened

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

Action

The planetar makes two melee attacks.

Greatsword

Action

+12 to hit, range 5 ft. Hit: 21 (4d6 + 7) slashing damage.

Healing Touch

Action

The Planetar touches another creature. The target magically regains and is freed from any curse, disease, poison, blinded{Blindness}, or deafened{Deafness}.

Prepared Spells

Blade Barrier, Commune, Control Weather, Detect Evil And Good, Dispel Evil And Good, Flame Strike, Insect Plague, Invisibility (Self Only), Raise Dead

Referenced spells