Planetar

Large celestial, Lawful Good

Armor Class

19 (natural armor)

Hit Points

200 (16d10+112)

Speed

walk 40 ft., fly 120 ft.

Saves

Con +12, Wis +11, Cha +12

Skills

Perception +11

Damage Resistances

radiant; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

16

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.

Magic Resistance

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

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

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.