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Angel, Planetar

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

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)

Image of Reaper Miniatures’ 03114 Deva, Angel
Sculpted by Jeff Grace, Painted by Marike Reimer

ECOLOGY

Environment any good-aligned plane
Organization solitary or pair
Treasure double ( +3 holy greatsword)
Special Abilities
Spells Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.

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.