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Planewatcher

Medium · Celestial · CR 10 · Lawful Neutral

Armor Class
18 (plate)
Hit Points and Hit Dice
136 (16d8 + 64)
Challenge Rating CR
10

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
18
+4
CON
18
+4
INT
17
+3
WIS
18
+4
CHA
20
+5

Overview

Category Monsters
Size Medium
Type Celestial
Alignment Lawful Neutral
XP 5900
Initiative Bonus +4

Movement

Walk 90 ft (27.4 m)
Fly 30 ft (9.1 m)
Swim 45 ft (13.7 m)
Climb 45 ft (13.7 m)
Crawl 45 ft (13.7 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 18

Saving Throws

Wisdom +8 Charisma +9

Skills

Athletics +8 Insight +8 Perception +8 Survival +8

Languages

all, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened, poisoned

Traits

Magic Resistance

The planewatcher has advantage on saving throws against spells and other magical effects.

Planar Sense

The planewatcher can pinpoint the location of creatures not native to the plane the planewatcher currently occupies and planar portals within 60 feet of it, and the planewatcher can sense the general direction of such creatures and portals within 1 mile of it.

Plane Bound

The planewatcher is immune to any spell or effect that would force it to leave its current plane, unless it wants to leave.

Word-Bound

The planewatcher always knows the direction and distance to any creature that dispels, breaks, or otherwise avoids the geas of the promise it made via Planar Ultimatum, provided the planewatcher and the creature are on the same plane of existence. While grappling such a creature, it can cast the banishment spell as a bonus action (spell save DC 17) on that creature.

Actions

Enervating Blast

+9 to hit, range 60 ft (18.3 m). Hit: 4d8+5 force damage.

Melee or Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 23 (4d8 + 5) force damage, and the target has disadvantage on Strength and Dexterity checks until the end of its next turn.

Multiattack

The planewatcher makes one Radiant Lasso attack and two Enervating Blast attacks, or it makes three Enervating Blast attacks. It can replace two attacks with a use of Planar Ultimatum.

Planar Ultimatum

The planewatcher demands one creature grappled by it to return to the creature's home plane within 24 hours. If the creature doesn't swear to do so, it must make a DC 17 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one If the creature swears to return, it becomes affected by the geas spell for 30 days, which compels the creature to return to its home plane as soon as possible.

Radiant Lasso

+8 to hit, reach 30 ft (9.1 m). Hit: 4d6+4 radiant damage.

Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 22 (4d6 + 4) radiant damage, and the target is grappled (escape DC 16) if the planewatcher isn't already grappling a creature. Until this grapple ends, the target is restrained, can't tell a lie, and can't teleport or be transported to another plane of existence unless the planewatcher wills it.

Bonus Actions

Reel

The planewatcher pulls a creature grappled by it up to 25 feet straight toward it.

About Planewatcher

Planewatcher is a medium celestial with a Challenge Rating of 10. It has a lawful neutral alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 136 hit points (derived from 16d8 + 64).

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

GM Tips: Using Planewatcher

2 tips available

When using Planewatcher 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 Planewatcher

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 10.

Solo Encounter:

A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 11,000 XP
  • Hard: 16,500 XP
  • Deadly: 22,000 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 Planewatcher?
Planewatcher has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
What type of creature is Planewatcher?
Planewatcher is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Planewatcher speak?
Planewatcher can communicate in all, telepathy 120 ft..

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