Planetar

Celestial · Large

Planetar
The destroying angel slaying the firstborn of Egypt, engraving by Gustave Doré, 1866 · Gustave Doré, illustration for the Bible, 1866, Public domain, Wikimedia Commons

A towering winged angel sent by the gods to fight a great evil or guard a holy place. It is no enemy of honest folk, but those it is sent against rarely survive.

Danger
A fight to fear
How it is met
Alone, day and night
Challenge
16
SRD 5.2.1 stat blocks
Planetar

Hear it

Where it is met

Blessed Temperate Forest, Blessed Alpine Meadow, Blessed Grassland, Blessed Mediterranean Scrub, Blessed Savanna, Blessed Hot Desert, Blessed Sandy Shore, Blessed Estuary, Blessed Cave

Also: Celestial

Stat blocks (D&D 5e)

Planetar

Large Celestial (Angel), Lawful Good

AC 19 · Initiative +10 (20)

HP 262 (21d10 + 147)

Speed 40 ft., Fly 120 ft. (hover)

StrDexConIntWisCha
24 (+7), save +1220 (+5), save +524 (+7), save +1219 (+4), save +422 (+6), save +1125 (+7), save +12

Skills Perception +11

Resistances Radiant

Immunities Charmed, Exhaustion, Frightened

Senses Truesight 120 ft.; Passive Perception 21

Languages All; telepathy 120 ft.

CR 16 (XP 15,000; PB +5)

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

Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage.

Holy Burst. 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. The planetar casts one of the following spells, requiring no Material components and using Charisma as 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 (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Priests

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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