Planetar


 

Planetar, CR 16

Large outsider / celestial / elysian, lawful good
Armor Class 19
Hit Points 200 ([roll:16d10+112)
Spell Points
Speed 40ft Fly: 120ft

STR

21
+7

DEX

19
+5

CON

21
+7

INT

18
+4

WIS

20
+6

CHA

21
+7

Proficiency Bonus 5
Saving Throws Con ( 1d20+12 ), Wis ( 1d20+11 ), Cha ( 1d20+12 )
Skills Perception ( 1d20+11 )
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses Truesight 120 ft., Passive Perception 19
Languages Telepathy 120 ft.

Spellcasting

Innate Spellcasting. The planetar's innate spellcasting ability is Charisma (Spell Save DC 20), ( 1d20+12 ) to hit with Spell Attacks).   It can innately cast the following spells, requiring no material components or verbal components, but including somatic components (as a geometric spellcaster):   At will: Bless, Calm Emotions, Command Spell, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Heroism, Invisibility, Lesser Restoration, Light, Mending, Prayer of Healing, Sacred Flame   3/day each: Beacon of Hope Commune, Dispel Evil and Good, Dispel Magic, Revivify, Zone of Truth   1/day each: Flame Strike, Greater Restoration, Hold Monster, Mass Cure Wounds, Scry Spell, Heal

Special Abilites

Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 4d8 Radiant Damage (included in the attack).   Divine Awareness. The planetar knows if it hears a lie.   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 Attack : 1d20+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.   Cast a Spell. The planetar casts a spell from its list of innate spells available.

Legendary Actions

The planetar can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The planetar regains spent epic actions at the start of its turn.   Greatsword. The planetar makes one greatsword attack.   Blinding Gaze (Costs 2 Actions). The planetar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 14 Constitution saving throw or be Blinded until magic such as the Lesser Restoration spell removes the blindness.   Cast a Spell (Costs 3 Actions). The planetar casts a spell from its list of innate spells available.



 
 

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