Large celestial, lawful good
- Armor Class
- 19 (natural armor)
- Hit Points
- 200 (16d10 + 112)
- Speed
- fly 120 ft., 40 ft.
- Challenge
- 16 (15,000 XP)
- Saving Throws
- Cha +12, Con +12, Wis +11
- Skills
- Perception +11
- Damage Resistances
- radiant; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- charmed; exhaustion; frightened
- Senses
- truesight 120 ft., passive Perception 21
- Languages
- all, telepathy 120 ft.
Traits
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).
The planetar knows if it hears a lie.
The planetar has advantage on saving throws against spells and other magical effects.
Actions
The planetar makes two melee attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
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.
Spellcasting
The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: