Planetar

Large / celestial / Lawful Good / CR 16

Armor Class19
Hit Points262 (21d10 + 147)
Speed40 ft, fly 120 ft (hover)
Challenge16
Proficiency-
STR24+7
DEX20+5
CON24+7
INT19+4
WIS22+6
CHA25+7
Saving Throws

Strength +12, Constitution +12, Wisdom +11, Charisma +12

Skills

Perception +11

Initiative

+10

Senses

Truesight 120 ft

Languages

Standard, Exotic

Damage resistances

Radiant

Traits

Divine Awareness

The planetar knows if it hears a lie.

Exalted Restoration

If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.

Magic Resistance

The planetar has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

action

The planetar makes three Radiant Sword attacks or uses Holy Burst twice.

Radiant Sword

action

Melee Weapon Attack: +12 to hit, reach 10 ft.. Hit: 14 (2d6 + 7) slashing plus 18 (4d8) radiant damage.

Holy Burst

action

Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet.
Failure: 24 (7d6) radiant damage.
Success: Half damage.

Spellcasting

action

1 use per day. The planetar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead

Bonus Actions

Divine Aid

bonus

2 uses per day. The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

Prepared Spells

Detect Evil And Good, Commune, Control Weather, Dispel Evil And Good, Raise Dead, Bless, Dispel Magic, Healing Word, Lesser Restoration, Cure Wounds, Invisibility, Lesser Restoration, Remove Curse

Referenced spells