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Habitat: Planar (Upper Planes); Treasure: Relics

Planetars deliver the punishment of righteous gods. These angels innately know truth from lies, and they use magic and blessed weapons to protect the just and root out wickedness across the Multiverse.

These angels act where they can against overwhelming evil, but to avoid the attention of the Lower Planes, they prefer to let mortals attend to affairs on the Material Plane. Planetars often choose mortal champions to oppose threats they’re loath to face directly, involving themselves only if necessary. Roll on or choose a result from the Planetar Quests table to inspire what evil a planetar might recruit heroes to thwart.

Planetar Quests
1d6 
The Planetar Entreats a Mortal Hero To ...
1
Convince a villain to meet with the angel.
2
Find a loved one a villain believes is dead.
3
Heal the loved one of an evil ruler.
4
Inspire the defenders of a besieged holy site.
5
Recover and destroy an evil Artifact.
6
Reveal the true name of a devil to banish it.

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.


Planetar

Large Celestial (Angel), Lawful Good
  • Armor Class 19
  • Hit Points 262 (21d10 + 147)
  • Speed 40 ft., Fly 120 ft. (hover)
  • Initiative +10 (20)
STR
24 (7)
DEX
20 (5)
CON
24 (7)
INT
19 (4)
WIS
22 (6)
CHA
25 (7)
  • Saving Throws Str +12, Dex +5, Con +12, Int +4, Wis +11, Cha +12
  • Skills Perception 11
  • Damage Resistance Radiant
  • Condition Immunities Charmed, Exhuastion, Frightened
  • Senses Truesight 120 ft., passive Perception 21
  • Languages All; Telepathy 120 ft.
  • Challenge 16 (15,000 XP)
  • Habitat Planar (Upper Planes)
  • Treasure Relics
  • 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 Weapon Attack: +12 to hit, reach 10 ft., One Target. Hit: (2d6 + 7) Slashing damage plus (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 (or [[7d6]] (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
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