Planetar

SizeLarge
TypeCelestial
Alignmentlawful good
Armor Class19
Armor Descriptionnatural armor
Hit Points200
Hit Dice16d10+112
Walk Speed (ft)40
Fly Speed (ft)120
24
+7
20
+5
24
+7
19
+4
22
+6
25
+7
Challenge Rating16
Truesight (ft)120
Passive Perception21
Damage ResistancesBludgeoning, Piercing, Radiant, Slashing
Condition ImmunitiesCharmed, Exhaustion, Frightened
EnvironmentsAstral Plane, Temple
Traits

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

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. 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.

Multiattack. The planetar makes two melee attacks.