Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
Planetar CR 16
XP 76,800
NG Large outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +27
Aura protective aura
DEFENSE
AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 deflection vs. evil)
hp 229 (17d10+136); regeneration 10 (evil weapons and effects)
Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee +3 holy greatsword +27/+22/+17 (3d6+15/19–20) or slam +24 (2d8+12)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th)
Constant—detect evil, detect snares and pits, discern lies (DC 20), true seeing
At will—continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear (DC 18), speak with dead (DC 20)
3/day—blade barrier (DC 21), flame strike (DC 22), power word stun, raise dead, waves of fatigue
1/day—earthquake (DC 25), greater restoration, mass charm monster (DC 25), waves of exhaustion
Cleric Spells Prepared (CL 16th)
8th—earthquake (DC 25), fire storm (DC 25)
7th—holy word (DC 24), regenerate (2)
6th—banishment(DC 23), greater dispel magic, heal, mass cure moderate wounds (DC 23)
5th—break enchantment, dispel evil (2, DC 22), plane shift (DC 22), righteous might
4th—death ward, dismissal (DC 21), neutralize poison (DC 21), summon monster IV
3rd—cure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall
2nd—align weapon (2), bear’s endurance (2), cure moderate wounds (2), eagle’s splendor
1st—bless (2), cure light wounds (4), shield of faith
0 (at will)— detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; CMB +26; CMD 40
Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate+27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
SPECIAL ABILITIES
Spellcasting
Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.
ECOLOGY
Environment any good-aligned plane
Organization solitary or pair
Treasure double (+3 holy greatsword)
Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.