Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
all,telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Angelic Resilience
The planetar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions.
Angelic Senses
The planetar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated.
Angelic Weapons
The planetar's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack).
Divine Awareness
The planetar knows if it hears a lie.
Divine Protection
Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the planetar.
Immortal Nature
The planetar doesn't require food, drink, or sleep.
Magic Resistance
The planetar has advantage on saves against spells and other magical effects.
Actions
Greatsword
+12 to hit, reach 5 ft (1.5 m). Hit: 4d6+7 plus 7d8 radiant damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) slashing damage plus 31 (7d8) radiant damage.
Healing Touch
The planetar touches another creature. The target magically regains 30 (6d8+3) HP and is freed from any curse, disease, poison, blindness, or deafness.
Multiattack
The planetar makes two Greatsword attacks, or it makes three Radiant Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Radiant Bolt attacks hit one creature, the target must succeed on a DC 19 CON save or be blinded until the end of its next turn.
Radiant Bolt
+11 to hit, range 60 ft (18.3 m). Hit: 6d8+6 radiant damage.
Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 33 (6d8+6) radiant damage.
Radiant Burst
A pulse of divine power ripples out from the planetar's golden halo. Each hostile creature within 15 feet of the planetar must make a DC 19 DEX save, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. Each friendly creature within 15 feet of the planetar is empowered with divine energy and has advantage on all melee attack rolls it makes before the start of the planetar's next turn.
Spellcasting
The planetar casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 19).
- At Will: command, invisibility (self only)
- 3/Day Each: daylight, raise dead (as an action)
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 242 hit points (derived from None).
Planetar has communication capabilities including all,telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Planetar
2 tips available
GM Tips: Using Planetar
When using Planetar in your D&D 5e campaign, consider these tactical approaches:
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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.
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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
2 strategies available
Player Guide: Facing Planetar
When your party encounters this creature, keep these strategies in mind:
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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.
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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
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
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..
Related D&D 5e Content
Related D&D 5e Content
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