Large celestial, lawful good

Armor Class 19 (natural armor)

Hit Points 200 (16d10 + 112)

Speed 40 ft., fly 120 ft.

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.

Challenge 16 (15,000 XP)

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.


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.