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D&D 5th Edition

Compendium

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Planetar

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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

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.

Attributes

Planetar

Large celestial, Lawful Good
  • Armor Class 19 (Natural Armor)
  • Hit Points 200 (16d10+112)
  • Speed 40 ft., fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
  • Saving Throws Con +12, Wis +11, Cha +12
  • Skills Perception +11
  • Damage Resistance Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Truesight 120 Ft., passive Perception 21
  • Languages All, Telepathy 120 Ft.
  • Challenge 16 (15,000 XP)
  • 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


  • Multiattack. The planetar makes two melee attacks.
  • Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (4d6 + 7) slashing damage plus (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.