Free interactive D&D 5e SRD stat block

Planetar

Large Celestial, CR 16, AC 19, 262 HP. Lawful Good.

Large Celestial (Angel), Lawful Good

AC
19
Initiative
+10 (20)
HP
262 (21d10+147)
Speed
40 ft., Fly 120 ft. (hover)
ScoreModSave
STR 24 +7 +12
DEX 20 +5 +5
CON 24 +7 +12
INT 19 +4 +4
WIS 22 +6 +11
CHA 25 +7 +12
Skills
Perception +11
Resistances
Radiant
Immunities
Charmed, Exhaustion, Frightened
Senses
Truesight 120 ft.; Passive Perception 21
Languages
All, telepathy 120 ft.
CR
16 (XP 15,000; PB +5)

Traits

Divine Awareness. The planetar knows if it hears a lie.

Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.

Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice.

Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6+7) Slashing damage plus 18 (4d8) Radiant damage.

Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage.

Spellcasting. The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead

Bonus Actions

Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

How to run Planetar

A planetar showing up to fight on the party's side is a strong scene if you handle two things. First, it's on loan from a deity or higher celestial, and it returns the moment its work is finished. Second, it does not improvise. If the players try to extend the visit or ask for help with a problem the planetar wasn't sent for, it politely declines and gives them a one-line blessing.

Use the planetar for one specific thing. A paladin might invoke a god's intervention. Sometimes the party simply walks into a location where the Upper Planes have stake in the outcome. Whatever the reason, the planetar should arrive with a stated purpose, which defines the scene's beginning and end.

In combat, lead with Holy Burst once for the dramatic clear, then identify the most evil creature on the field and go for that one until it drops. Detect Evil and Good is at-will, so the planetar knows without asking. This is your chance to mark a villain as definitively evil to the players, since the planetar will not bother with shades of grey. If your actual BBEG is morally complicated, the planetar might hesitate, and the hesitation can carry a whole subplot.

The exit matters more than the fight. Once the threat is gone, the planetar says something brief and uplifting to whoever summoned it and leaves the way it came. Don't let it linger. The party should feel the loss of having had something perfect on their side for one scene.

A trick worth doing: write the planetar's farewell line before the session. A clean exit beats five minutes of awkward improvised goodbye.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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