Constitution +12, Wisdom +11, Charisma +12
Perception +11
+5
Truesight 120 ft
ALL
Radiant, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical
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
The planetar makes two melee attacks.
Greatsword
Melee Weapon Attack: +12 to hit, reach 5 ft.. Hit: 21 (4d6 + 7) slashing plus 22 (5d8) radiant damage.
Healing Touch
4 uses per 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.
Prepared Spells
Blade Barrier, Commune, Control Weather, Detect Evil And Good, Dispel Evil And Good, Flame Strike, Insect Plague, Invisibility (Self Only), Raise Dead