Planetar
Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
Planetar (CR 16)
Large Outsider (Angel, Extraplanar, Good)Alignment: Neutral Good
Initiative: +8
Senses: Darkvision 60 feet, Detect Evil, Detect Snares and Pits, Low-Light Vision, True Seeing; Perception +27
Aura: protective aura
Speed: 30 feet, Fly 90 feet (good)
Space: 10 feet
Defense
Armor Class: 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, -1 size +4 deflection vs. evil)Hit Points: 229 (17d10+136) Regeneration 10 (evil weapons and effects)
Saving Throws: Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
Damage Reduction: 10/evil
Immunity: acid, cold, petrification
Energy Resistance: electricity 10, fire 10
Spell Resistance: 27
Offense
Melee: +3 holy greatsword +27/+22/+17 (3d6+15/19-20) or slam +24 (2d8+12)Reach: 10 feet
Spell-Like Abilities (CL 16th):
- Constant- Detect Evil, Detect Snares and Pits, Discern Lies (DC 20), True Seeing
- At Will- Continual Flame, Dispel Magic, Holy Smite (DC 21), Invisibility (self only), Restoration, Lesser, Remove Curse, Remove Disease, Remove Fear (DC 18), Speak with Dead (DC 20)
- 3/day- Blade Barrier (DC 21), Flame Strike (DC 22), Power Word Stun, Raise Dead, Waves of Fatigue
- 1/day- Earthquake (DC 25), Restoration, Greater, Charm Monster, Mass (DC 25), Waves of Exhaustion
Spells Prepared (CL 16th):
- 8th - Earthquake (DC 25), Fire Storm (DC 25)
- 7th - Holy Word (DC 24), Regenerate (2)
- 6th - Banishment (DC 23), Dispel Magic, Greater, [Heal, Mass] Cure Moderate Wounds (DC 23)
- 5th - Break Enchantment, Dispel Evil (2, DC 22), Plane Shift (DC 22), Righteous Might
- 4th - Death Ward, Dismissal (DC 21), Neutralize Poison (DC 21), Summon Monster IV
- 3rd - Cure Serious Wounds (2), Daylight, Invisibility Purge, Summon Monster III, Wind Wall
- 2nd - Align Weapon (2), Bear's Endurance (2), Cure Moderate Wounds (2), Eagle's Splendor
- 1st - Bless (2), Cure Light Wounds (4), Shield Of Faith 0 (at will)-Detect Magic, Purify Food and Drink, Stabilize, Virtue
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
27 (+8) | 19 (+4) | 24 (+7) | 22 (+6) | 25 (+7) | 24 (+7) |
CMB +26
CMD 40
Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Powerful Maneuvers, Iron Will, Lightning Reflexes, Toughness
Skills: Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages: Celestial, Draconic, Infernal; truespeech
Special Qualities: Change Shape (alter self )
Special Abilities
Spells
Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.Ecology
Environment: Any, Good Aligned PlanesOrganization: solitary or pair
Treasure: double (+3 holy greatsword)
Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.