# Planetar *Large* *Celestial* *lawful good* - **Armor Class:** 19 (natural armor) - **Hit Points:** 200 (16d10+112) - **Speed:** walk 40 ft. fly 120 ft. - **Challenge Rating:** 16 (15,000 XP) - **Source:** 5.1 SRD (2015 MM), page 262 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) | - **Saving Throws**: Con +12, Wis +11, Cha +12 - **Skills:** perception +11 - **Damage Resistances:** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** charmed, exhaustion, frightened - **Senses:** truesight 120 ft., passive Perception 21 - **Languages:** all, telepathy 120 ft. ### Special Abilities - **Angelic Weapons:** The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). - **Divine Awareness:** The planetar knows if it hears a lie. - **Innate Spellcasting:** The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague - **Magic Resistance:** The planetar has advantage on saving throws against spells and other magical effects. ### Actions - **Multiattack:** The planetar makes two melee attacks. - **Greatsword:** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. - **Healing Touch (4/Day):** The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.