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Planetar

Large · Celestial · CR 16 · Chaotic Evil

Source. Black Flag SRD
Armor Class
19 (natural armor)
Hit Points and Hit Dice
242
Challenge Rating CR
16

Ability Scores

Core attributes and their modifiers.

STR
24
+7
DEX
20
+5
CON
34
+12
INT
18
+4
WIS
32
+11
CHA
32
+11

Overview

Category Monsters
Size Large
Type Celestial
Alignment Chaotic Evil
XP 15000
Initiative Bonus +5

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 120 ft (36.6 m)
Passive Perception 21

Saving Throws

Strength +7 Dexterity +5 Constitution +12 Intelligence +4 Wisdom +11 Charisma +11

Languages

all,telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
Angelic Resilience
Damage Resistances
Angelic Resilience

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

4/day

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

Recharge 6

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

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.
  • 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

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.
  • 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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