Large celestial, Lawful Good
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 200 (16d10 + 112) |
| Speed | 40 ft., fly 120 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) |
| Saving Throws | Cha +12, Con +12, Wis +11 |
|---|---|
| Skills | Perception +11 |
| Damage Vulnerabilities | — |
| Damage Resistances | radiant; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | charmed; exhaustion; frightened |
| Senses | truesight 120 ft., passive Perception 21 |
| Languages | all, telepathy 120 ft. |
| Challenge | 16 |
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).
The planetar knows if it hears a lie.
The planetar has advantage on saving throws against spells and other magical effects.
The planetar makes two melee attacks.
Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
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.
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 each/day: blade barrier, dispel evil and good, flame strike, raise dead
1 each/day: commune, control weather, insect plague