Armor Class19
Hit Points200 (16d10+112)
Speed40 ft., fly 120 ft.
ChallengeCR 16 (15,000 XP)
STR
24
(+7)
DEX
20
(+5)
CON
24
(+7)
INT
19
(+4)
WIS
22
(+6)
CHA
25
(+7)
Saving ThrowsCON +12, WIS +11, CHA +12
SkillsPerception +11
Resistancesradiant, bludgeoning, piercing, and slashing from nonmagical weapons
Cond. ImmuneCharmed, Exhaustion, Frightened
Sensestruesight 120 ft., passive Perception 21
Languagesall, telepathy 120 ft.
Special Abilities
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
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. 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.