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Planetar

Large · Celestial · CR 16 · Chaotic Evil

Armor Class
19
Hit Points and Hit Dice
250 (20d10+140)
Challenge Rating CR
16

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
22
+6
CON
24
+7
INT
22
+6
WIS
24
+7
CHA
24
+7

Overview

Category Monsters
Size Large
Type Celestial
Alignment Chaotic Evil
XP 15000
Initiative Bonus +6

Movement

Walk 40 ft (12.2 m)
Fly 120 ft (36.6 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 60 ft (18.3 m)
Passive Perception 22

Saving Throws

Wisdom +12 Charisma +12

Skills

Athletics +11 Insight +12 Perception +12 Religion +12

Languages

all, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
necrotic, poison
Damage Resistances
radiant; damage from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Champion of Truth

The planetar automatically detects lies. Additionally, it cannot lie.

Innate Spellcasting

The planetars spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
- 1/Day Each: Commune, Control Weather, Raise Dead

Actions

Flaming Sword

+11 to hit, reach 10 ft (3 m). Hit: 4d6+6 plus 6d6 radiant damage.

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 21 (6d6) ongoing fire or radiant damage (the planetars choice). A creature can use an action to extinguish this holy flame on itself or a creature within 5 feet.

Heal

2/day

The planetar touches a creature other than itself magically healing 60 hit points of damage and ending any blindness curse deafness disease or poison on the target.

Heavenly Bolt

The planetar fires a lightning bolt in a line 100 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw taking 56 (16d6) lightning damage on a failed save or half damage on a success.

Multiattack

The planetar attacks twice with its flaming sword.

Bonus Actions

Awe-Inspiring Gaze

The planetar targets a creature within 90 feet. The target makes a DC 20 Wisdom saving throw. On a failure, it is frightened until the end of its next turn. If the target makes its saving throw, it is immune to any angels Awe-Inspiring Gaze for the next 24 hours.

Reactions

Protective Parry

When a creature within 5 feet would be hit with a melee attack, the planetar applies disadvantage to the attack roll.

About Planetar

Planetar is a large celestial with a Challenge Rating of 16. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 19 and possesses 250 hit points (derived from 20d10+140).

Planetar has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Planetar

4 tips available

When using Planetar in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Planetar

4 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 16.

Solo Encounter:

A single character of level 20 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 27,200 XP
  • Hard: 40,800 XP
  • Deadly: 54,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Planetar?
Planetar has a Challenge Rating of 16, making it appropriate for parties of level 16.0.
What type of creature is Planetar?
Planetar is a Large Celestial, which affects how certain spells and abilities interact with it.
What languages does Planetar speak?
Planetar can communicate in all, telepathy 120 ft..

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