Hit Points
200
(16d10+112)
Speed:
Walk 40 ft.,
Fly 120 ft.,
STR
24
(7)
DEX
20
(5)
CON
24
(7)
INT
19
(4)
WIS
22
(6)
CHA
25
(7)
Saving Throws:
CON +12
,
WIS +11
,
CHA +12
Damage Vulnerabilities:
—
Damage Resistances:
radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
—
Condition Immunities:
Charmed, Exhaustion, Frightened
Senses:
truesight 120 ft.
Languages: all, telepathy 120 ft.
Proficiency Bonus: 5
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.
-
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
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
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 - 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.