# Planetar

*Large* *Celestial* *lawful good*

- **Armor Class:** 19 (natural armor)
- **Hit Points:** 200 (16d10+112)
- **Speed:** walk 40 ft. fly 120 ft.
- **Challenge Rating:** 16 (15,000 XP)
- **Source:** [5.1 SRD (2015 MM)](https://slyflourish.com/srds/SRD5.1-CCBY4.0_License_live%20links%20English.pdf) page 262

| 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.

### Special Abilities

- **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.


