Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document.


Planetar

Planetar

Large, celestial, lawful good
Armor Class
19 (natural)
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
Skills:
Perception +11
Damage Vulnerabilities:
Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
Condition Immunities: Charmed, Exhaustion, Frightened
Senses:
truesight 120 ft.
Passive Perception:
21
Languages: all, telepathy 120 ft.
CR:
16
(15000 XP)
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

Spell Save DC
20
Spells

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.



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